Exporting skeletal mesh to fbx splits many bones into a bone and an "end", increasing the bone count #76624

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opened 2020-05-11 00:11:38 +02:00 by Praedor Atrebates · 4 comments

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).

**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: @Getorex

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Archived'

Changed status from 'Needs Triage' to: 'Archived'
Germano Cavalcante self-assigned this 2020-05-11 15:50:16 +02:00

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

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
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Reference: blender/blender-addons#76624
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