Exporting skeletal mesh to fbx splits many bones into a bone and an "end", increasing the bone count #76624
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#76624
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: WIndows 10 64-bit
Graphics card: Nvidia GTX 970 Ti
Blender Version
Broken: 2.82
Worked: 2.7x and earlier
fbx export splits numerous bones (apparently ALMOST all the deform bones) in an armature into two bones each: the actual bone and an extra ghost bone "end" (bone end). The extraneous bone ends count as bones in the skeletal mesh which renders the model unusable for game modding as you must only import mesh models with the precisely correct number of bones. I start with a correct 42 bone model, export to fbx, and always end up with a 67 bone model. I can remove all of these ghost bones in Blender except for one. I imported a skeletal mesh from Blender to fbx back into Blender, deleted the extra bones only to find there is still ONE extra bone that I cannot figure out how to eliminate. I do not know if this is fbx that did this or Blender itself: the armature name is counted as a bone on export to fbx (the deleted ghost bones do not reappear on this second export). A model that has 42 LEGITIMATE bones now counts as having 43 bones (the armature name plus the actual 42 skeletal bones).
Added subscriber: @Getorex
Added subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Archived'
This report does not contain all the requested information, which is required for us to investigate the issue.
Missing the steps to reproduce the problem. Preferably with a simple blend file.
Please submit a new report and carefully follow the instructions. Be sure to provide a .blend file with exact steps to reproduce the problem.
A guideline for making a good bug report can be found at https://wiki.blender.org/wiki/Process/Bug_Reports