Export: Different transform value of Leaf bone #112312
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Reference: blender/blender#112312
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System Information
Operating system: Windows 11
Graphics card: NVIDIA GeForce MX550
Blender Version
Broken: 3.4, 4.0
Worked: Don't know
Short description of error
Wrong coordinates of "head_tail" after importing the gltf file
Steps to Reproduce
Original report
**Short description of error**I get the wrong result when using bpy library to move bones. More specifically, the coordinates of "head_tail" in my code shown in the first picture is not the same as the result shown in the second picture.
Exact steps for others to reproduce the error
code:
Hi, thanks for the report. Script actually generate and translate bones to defined location but gltf export has affected the transform. I might have missed something here, will check again.
@JulienDuroure hi, is this a known behavior with bones/armatures?
I can confirm this with FBX export to. But this is avoidable there with
add leaf bone
property.Hello,
Yes, this is a know behavior, with very long history.
This should be changed with 4.0 (not committed yet).
See https://github.com/KhronosGroup/glTF-Blender-IO/issues/1662 and https://github.com/KhronosGroup/glTF-Blender-IO/pull/1986
There is no "tail bone" feature in glb, as they are storing joints (only 1 matrices, like in any know software except Blender, that has bones (root + tail matrices)
Thanks, a real quick response 😃
I'll mark this as confirmed.
Python -- bpy move bone get the wrong result.to Export: Different transform value of Leaf boneBTW, this is not related to exporter
The PR will only change the default option at import, nothing related to exporter.
So if the user want to keep joint orientation, he has to change the import option to "Blender" instead of default value
Thank you!
Sorry, do you mean that setting the import mode as "BLENDER" of other software to import the glb file exported from blender can get the correct position? But using blender to import the file can't get the correct result?
Hello,
No, this is not what I mean.
I was talking about using "BLENDER" option to import glb file inside Blender. No other software impacted here.
Sorry, I'm still a little bit confused. Is this what you mean?
Blender bone tail is not something that is stored in gltf file format, because this is not something defined in glTF specification.
You can't be 100% sure that this value is constant when you export and then import it back, as this is NOT stored in the file, and there is no way to calculate it.
The "add leaf bone" option can help, but is only a workaround (this feature is on TODO list).
I see. I'll look for other solutions then. Thanks a lot for your patience in answering my questions!