FBX export suddenly broken #63689
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Reference: blender/blender#63689
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
Blender Version
Broken: version: 2.80 (sub 57), branch: master, commit date: 2019-04-16 20:13, hash:
5d8030b8f3
Worked: any version before 2019-03-27
Short description of error
[fbx export of animated and rigged character is broken. hand/arms go nuts. i can change versions just to fix the issue. any earlier version than march 27 still works.]
Exact steps for others to reproduce the error
[i reproduced it with my armature in any case. it only doesnt appear if i export without any animation data or keyframes. if i add a single keyframe and export the character again it gets broken.
I also tried to reimport the broken file to see the results and it seems still broken. however i could see that the armature wasnt broken but the skinning somehow instead(see added picture)]
exported:
in Blender:
reimported broken fbx file in blender:
heres a blend file where that happens. also keep an eye on the foot Constraints, they are broken too but i might report another bug later as a new issue.
Bug 2.80 Beta.blend
blender/blender-addons#63730 was marked as duplicate of this issue
#63721 was marked as duplicate of this issue
Added subscriber: @AquilaGames
Added subscriber: @ZedDB
Changed status from 'Open' to: 'Archived'
If you can't provide any steps to reproduce the issue, there is not much to do here.
Changed status from 'Archived' to: 'Open'
Can you provide a sample .blend file so we can reproduce this issue ourselves?
Added subscriber: @SteveBabb
Added subscriber: @gabbitt
The sample file from #63721:
MAC12 walk cycle old.blend
Added subscriber: @Sergey
@Sergey seems like
46eb5a0b8a
broke this.Added subscriber: @mont29
Added subscriber: @LucasVeber
As @ZedDB mentionned, apparently the "to_mesh" call in the fbx binary export script is not working as it should because it's converting to mesh the model with armature modifiers applied, whereas they are disabled a few lines above in the script (to reset to the rest pose).
Seems to be an update issue. Triggering the data update manually using bpy.context.scene.update() just before "tmp_me = ob.to_mesh..." make it work. Not sure it should be fixed this way though?
Added subscriber: @juaninskirt
Changed status from 'Open' to: 'Resolved'
This issue is fixed by the series of commits to the dependency graph API changes and fixes.
Thanks for the report, closing it now.