FBX model import error #84111
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Reference: blender/blender-addons#84111
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System Information
Operating system: Window 10 Pro x64
Graphics card: ASUS Turbo GeForce® RTX 2080 Ti 11GB
Blender Version
Broken: 2.91
Short description of error
This error message pops up when importing FBX models (FBX version:7.5) G_CA_Admiralhipper.fbx
2018.2.14f1 log.zip
And after switching to PMX, I found Morph Tools, missing most of the Vertex Morphs
Added subscriber: @KriegsWolf
Added subscriber: @rjg
Changed status from 'Needs Triage' to: 'Needs User Info'
Based on the error message the FBX seems improperly formatted. What software did you use to create it?
AssetStudio.v0.15.23
Options as shown
But the output of some models is normal, I don’t know why.
According to their GitHub page they are using the official FBX SDK. We will take another at this.
Added subscriber: @djwhatley
Thank you! Looking forward to the next update.
Changed status from 'Needs User Info' to: 'Needs Triage'
Added subscriber: @Vlash
I found this post after running into this issue myself, and looking to report this. I exported a mesh from unreal engine 4 both 4.25 and 4.26, then hit with the error during import. I have also exported using fbx 2013 and 4014.
Using Windows 10 Pro X64, and Blender 2.92.0
SK_Female_Final.7z
Unreal Engine 4.25 fbx settings
Edit: I found the problem at least for me. Turns out I exporting the morph targets was my issue. If I untick the export morph targets I no longer have an issue importing to blender.
It's definitely the morph targets. I had this error when working with a mesh where I needed the morph targets to be exported, so I tweaked the script to naively pad out the length of
vgweights
to match the other values, and I ended up with all of the morph targets duplicated about 100 times. Oops. Well, at least I got what I needed, after tediously deleting all the extras.Added subscriber: @littlebunny
I've come across a similar issue, I get the same error in the logs. There's some background in this post - https://forums.unrealengine.com/t/export-from-ue4-with-morph-targets-and-import-to-blender-loses-all-material-slots/253659/2
I need to keep the morph targets in tact at the very least. @djwhatley your script tweak sounds like a potential workaround but my mesh already has over 100 morphs associated with it so it would be a royal pain in the ass to remove 100 duplicates.
Any other solutions?
Just found a solution using the Autodesk FBX converter - https://answers.unrealengine.com/questions/1011442/ue426-export-to-fbx-with-morphs-to-blenderpython-e.html
It worked perfectly for me
Oh, very nice! So it sounds to me like this might be a bug in UE4, rather than Blender?
EDIT: I forgot the ticket was originally filed for a different software. Still, the fact that the FBX converter fixes it suggests that the problem is happening when it is exported, and Blender is capable of handling a properly formatted FBX without issue.
I too used this method and can confirm it works. If I'm not mistaken, what happens is the morphs are converted to shape keys.
Thanks for posting the solution Amy.
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
FullWeights
contains only 2 elements in this case, being (0.5, 1.0). I am not sure if that means the file is corrupt, the values are retrieved wrong, or is it just another special case liked0425df1ef
.I get the same issue every time I am trying to import FBX file exported from unreal engine and which contains morph targets. I have done some research.
Cause Autodesk FBX converter fixes the issue I tried to take a look at the same files before and after the converter.
Before converter
vgweights
has len of 2 and the last number is exetremelly small while after converter thevgweights
has the same size asindices
values invgweights
are equal to the first value ofvgweights
before the converter. So I have extended the special rule for this case before assert:The code above solve the problem for me, but I am not sure that it is a general case.
I have tried solution from 6b5acc2aeb but it does not work in my case. I dont get error while import, but shape keys does nothing cause the weights were initialized as zeros, see below
My system info:
version: 4.0.1, branch: blender-v4.0-release, commit date: 2023-11-16 16:40, hash: d0dd92834a08, type: release
build date: 2023-11-17, 00:36:52
platform: 'Windows-10-10.0.19045-SP0'