Blender resets object origin when importing some FBX files #96786
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Reference: blender/blender-addons#96786
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System Information
Operating system: Windows 10, Windows 11
Blender Version
Broken: 3.1 stable
Short description of error
Some FBX files exported from Maya will have the object origin placed at scene origin upon import into Blender, disregarding where the origin is actually placed.
This does not happen when importing the same FBX file into Maya, Unity or Marmoset Toolbag and seems to be a unique problem occuring in Blender.
Exact steps for others to reproduce the error
Import the attached FBX file into Blender and see if the object origin is on top of the antenna. It should be placed there.
If it's not - the FBX file was imported incorrectly.
TRC.fbx
Video demonstration of the problem
Here's a video demonstrating how Maya imports this FBX file and how Blender does it.
What Maya does is the expected outcome here.
https://youtu.be/kJb3UCrvCQE
Added subscriber: @TobiaszunfaKaron
Added subscriber: @PratikPB2123
Changed status from 'Needs Triage' to: 'Confirmed'
We've made an interesting discovery.
This file also exported from Maya will import in Blender as expected:
TRC2.fbx
The problem is that in Maya it's possible to apply transform and the object's location in scene in Maya will become [0,0,0], but the rotation pivot is still where it was.
it seems that object origin and object pivot are tw separate things in Maya.
Blender picks the origin, while Unity will take the pivot - here's the problem.
The FBX forma must store both as the model can be exported with applied transform: having position of [0,0,0] and having rotation pivot somewhere lese and Maya will import that exactly the same way.
However when Maya exports a model that has pivot and origin in different places, Blender discards pivot and uses origin instead, while the user would expect to have the pivot used as origin in blender, as what's important is how the object will rotate in scene (and later in game when imported into the engine).
Maybe an option to use pivot as origin by default during FBX import would make sense?
Added subscriber: @mont29
Changed status from 'Confirmed' to: 'Archived'
Thanks for the report, but indeed FBX can mirror the complex multi-reference (origin vs. pivot point etc.) system from Maya, which is not supported by Blender, where there is only one origin. We do not have the manpower to support all possible weird feature of this 'format'.
Added subscriber: @uzaydenizyilmaz
I have the same problem for a task. The FBX files are exported by Maya, and the Origins are wrong. As above mentioned because of Mayas Origin/Pivot system.
Isn't it like getting just the right field/property and convert the position to blenders coordinate system or so, maybe it is not like huge data manipulation?
Fortunately the third-party Better FBX Importer & Exporter Add-on uses FBX SDK 2020 now. Maybe they can correct this, but also still misses an handling.
And Blenders Importer should at least be flexibel enough to import correctly FBX files from industry standard software.