[FBX Import] Wrong scale on imported objects - General multi-level parenting issues... #54071
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Reference: blender/blender-addons#54071
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System Information
Windows 10 GTX 760
Blender Version
Blender 2.79 Hash: 5bd8ac9
Short description of error
Objects are not imported with a correct scale
Exact steps for others to reproduce the error
Added subscriber: @MorganFraslin
#98218 was marked as duplicate of this issue
#61011 was marked as duplicate of this issue
blender/blender#60070 was marked as duplicate of this issue
#58877 was marked as duplicate of this issue
Added subscriber: @mont29
I suspect this file uses advanced FBX features we do not support… but hard (impossible) to tell with such a big fat FBX, please try to reproduce same issue with dead simple file (like, only a few cubes, without any addition like materials, textures, animation, etc.).
Hi, please find here a much lighter file. I'm not able to reproduce the issue with a scene built from scratch so I've simplified as much as possible the current scene. I hope it will be ok.
Fbx file: SimpleSample.fbx
Expected result:
Obtained result:
Ok… so from very quick look, it’d appear issue is caused by 'geometric transform' of this FBX (in that specific case, scaling in not applied to 'local'
Lcl Scaling
, but toGeometricScaling
).Turns out Geometric transform should not be inherited by children. Unfortunately, we have no such thing in Blender. Working around that mess in the importer might be possible, but… it's going to be hell to do for sure, not even sure how to do it yet. Not to mention animations. :(
There seems to be some code to handle that in our importer, not sure what is wrong there yet, will try to find more time to check on this asap.
Cursing again to 666 Hells the insane transformation model of FBX.
Did you manage to check the issue further? I'm quite stuck with my workflow because of this (I need to do a lot of manual adjustment to work around this problem). Maybe a temporary patch (I don't need animation) or some indication to work on it myself in the script (but I'm not very efficient with python and the blender api).
Thanks!
Added subscribers: @stevewarner, @danny.austin, @zabloct, @brecht, @StephenSwaney
[FBX Import] Wrong scale on imported objectsto [FBX Import] Wrong scale on imported objects - General multi-level parenting issues...Added subscriber: @ZedDB
Added subscriber: @marstaik-1
This has been open for quite a while and makes it near impossible to work with Maya exported animations or Motionbuilder animations, which are crucial to production workflows. Almost always anything with animations is imported with some added 0.1 scale, which you cannot apply to the parent since it will destroy all the animations.
Can we please get an update on this?
With this fixed, we can start to use this professionally in our game development. But as of now, Blender is getting put on the back-burner.
I've been having the same problem exporting from 3ds max. Even with this 3rd party exporter tool I had to write some automation in 3ds max to bake all the transforms before exporting to Blender. Even then the Z transforms were off. We are in the same boat in that the issue is stopping us from using Blender in a commercial environment.
https://gumroad.com/l/B2MAX
Danny, if you haven't seen it already, there's a dedicated FBX Import/Export addon on the Blender market. I've tested it and can say that it overcomes most (if not all) of the native FBX issues in Blender.
https://www.blendermarket.com/products/better-fbx-importer--exporter
If you're doing professional work in Blender (which we are) and you have a mixed development pipeline (which we do), you'll likely find that this addon is a life saver. It's updated regularly and its feature set is really impressive.
Just thought I'd pass that on while we wait for native FBX support to improve.
Steve, that it totally appreciated! Tanks a lot for the assistance.
Added subscriber: @sbaranov
Added subscribers: @uzaydenizyilmaz, @PratikPB2123