FBX export bug (restpose missing, wrong rotations) #85496
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Reference: blender/blender-addons#85496
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System Information
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 25.20.100.6326
Blender Version
Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash:
blender/blender@5be9ef4177
Worked: (newest version of Blender that worked as expected)
Short description of error
When exporting only animation to .fbx, the rest position is not exported.
Exact steps for others to reproduce the error
Added subscriber: @AlloteSoftware
#72140 was marked as duplicate of this issue
Added subscriber: @lichtwerk
Changed status from 'Needs Triage' to: 'Needs User Info'
Could you share the .blend file from which you export?
test.blend
- export settings.
Changed status from 'Needs User Info' to: 'Confirmed'
Can confirm there is something wrong.
(havent figured out what exactly tbh, but FBX can be incredibly complex to debug, this needs another look with more time)
Animation export bugto FBX export bug (restpose missing, wrong rotations)Added subscriber: @mulkyz
I think this may be an FBX format limitation with the features that the FBX IO addon currently supports.
FBX IO imports armature rest poses from FBX Bind Poses. FBX IO also exports FBX Bind Poses, but Bind Poses include the mesh(es) and the bones that deform the mesh(es) (and their parent bones). No meshes exported means no Bind Poses are exported. The FBX files I have that were produced by external software and have no meshes also have no Bind Poses, so I think this is expected behaviour.
The FBX SDK documentation does mention that Rest Poses are a thing too, and it sounds like they would resolve this issue, but I'm yet to see one in an actual file, so I don't know if the FBX IO addon's importer will do anything with them, nor what sort of support other software has for them.
Until we have examples of FBX files using Rest Poses or examples of FBX files using Bind Poses without meshes (I'm not sure this is possible), I don't think there's anything we can do to fix this, aside from creating a custom solution that isn't part of the FBX standard, e.g. writing rest pose transformation to a Custom Property (FBX User Property) on each bone.
@Mysteryem , did some testing in both Maya and Blender.... and yeah, seems that Blender is doing all is can, under the circumstances. Maya is no better (needs a mesh). Also asked around a bit and received confirmation that things are working as expected. As much as I was hoping for a built-in solution, it doesn't seem like there's a way to store a "rest" (aka "bind") pose in FBX without a mesh.
So I'd say you can close this ticket.
Thanks for digging in!