Bone roll messed up after import as FBX #88272
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09
Broken: version: 3.0.0 Alpha, branch: master, commit date: 2021-05-12 23:52, hash:
I import an FBX in Blender. The bone roll of the fingers is broken. It is not aligned with the bone axis.
I import the same FBX in DAZ3D, and the bone roll is fine. So it must be a problem with the way that Blender handles the FBX import file.
[Please fill out a short description of the error here]
Download and import this FBX file in Blender.
Pick import settings. I have used the following:
This is the blend file: bones1.blend
Please watch the animated gif to see how to reproduce the problem:
The difference between the FBX imported in DAZ3D can clearly be seen in top view:
And so far, only the DAZ3D fbx importing works correctly.
#76800 (FBX "Automatic bone rotation" during animation import does not work as promised)
#87181 (Invalid armature (bone roll flipped?) when importing FBX 7.5 from mixamo.com)
#83531 (FBX Export Breaks Bone Roll Values - Simple Example)
Unity has exactely the same bug.
MoBu did, too.
In Mobu 2020, the problem is fixed.
Unity has also acknowledged the bug and has it in its bug tracker .
Adding the two as subtasks so that their files can also be checked while a fix is being worked on. Since they have different steps to redo, merging into one would be confusing.
Changed status from 'Needs Triage' to: 'Confirmed'
Deleting a branch is permanent. Although the deleted branch may exist for a short time before cleaning up, in most cases it CANNOT be undone. Continue?