FBX frame rate 25 issue #83363
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Reference: blender/blender#83363
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System Information
Operating system: Windows 10
Graphics card: Nvidia GTX 1060
Blender Version
Broken: Since 2.83
Worked: -none-
Short description of error
Every time you import an animation, Blender will automatically adjust frame rate to 25.
Why 25? I don't know, but It still happens.
Exact steps for others to reproduce the error
Just Import an .FBX file with animation and you will notice Frame Rate 25.
Could we have more options in FBX import?
6agZPeDzLz.mp4
Added subscriber: @Coverop
Added subscriber: @EAW
Changed status from 'Needs Triage' to: 'Needs User Info'
I cannot reproduce. I tested using the Pepe_Mocap.fbx that comes with the FBX 2013.3 converter, and each time it imports as 30 fps, as that is what is written into the FBX file. I tested 2.79 through 2.92 master hash:
cba5137f32
Which program did you export the FBX from, and what did you set the fps to when exporting?
I've used UE4 and Blender software to export animations in 30fps.
Whenever I import animation in Blender (currently using 2.92) It sets automatically to 25fps.
Very annoying.
Here is a 60fps FBX I have made in 2.92.
What FPS does Blender get set to when you import it?
T83363_FBX_fps_test.fbx
Can you please upload an example?
Added subscriber: @dr.sybren
No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.
Thanks again for the report. If the problem persists please open a new report with the required information.
Added subscriber: @lichtwerk
Changed status from 'Needs User Info' to: 'Archived'
Closing then :)
Added subscriber: @CGnDEV
It seems related this issue below link.
https://forums.unrealengine.com/t/unreal-animation-export-makes-blender-switch-to-25-fps/380881/4
it seems need to reopen this issue..
i attcehd fbx file that writed from Nuke( with 23.97 fps).
however. Blender changes to 25fps.
I want to suggest that making to expose a parameter for custom FPS or Real_FPS
TOMO_E03_CG_C003_tracking02.0182.fbx
@CGnDEV, please open a new report and we can tag this one in it.
Sorry.. I don't know to open..... i can't find in 'add action'.
Added subscriber: @BClark
What I don't understand about the unreal forum post link is how people are confused that 0-10 is making 11 frames, they aren't exporting 1-10, they are getting exactly what they said 11 frames, ..it counts from 0..not 1?
Also I tried importing that example file into MotionBuilder and get this warning.
When trying in MotionBuilder to set the frame rate 23.97 it rounds to 24. MotionBuilder has a fixed frame rate of 23.976 but I have to set it to that, I can't set a custom rate it will round.
Same thing in Maya
Blender shouldn't be hard coding custom frame rates to be 25fps though, I am looking now and don't know why it is doing that.
Added subscriber: @RobertTolppi
Hi! I'm still experiencing this issue. Perhaps the behavior that blender should exhibit is matching the FBX frame-rate to the current scene frame-rate although I'm not sure if that's technically possible as I'm not a developer.
Actually this would be a really easy bug to fix apparently. The community has already found workarounds.
https://forums.unrealengine.com/t/fbx-export-from-ue4-bug-and-blender-animation-import-25-fps-work-around/436668
@dr.sybren
I copy and pasted the forum post here:
I possibly found a bug in unreal engine 4 fbx animation export, namely that it exports it’s animation with 1 frame extra and then scales the animation to that range.
For example, when exporting “ThirdPersonWalk” animation sequence from 3rdPerson Template it should export frames 0 to 29 but it exports frames 0 to 30.
To work around this bug, for importing ue4 animation fbx exports into blender correctly you have to do the following things:
change file “import_fbx.py” in folder “\scripts\addons\io_scene_fbx” line 2337 from
real_fps = 25.0
to
real_fps = bpy.context.scene.render.fps
Set blender’s frame rate to 30 fps in Properties Editor in the Render Tab.
import exported fbx animation
Scale the animation to one frame less, for example if animation is from frame 0 to 30 scale the animation so it becomes frame 0 to 29. you can do this manually in Dope Sheet Editor by setting current frame to 0 in Dope Sheet Editor and than press shortcut “S” to scale and type “0.9666” ((last frame - 1)/ last frame in this case 29/30 which is 0.9666).
This will be a hassle if you have to do it for a lot of imported animations or someone could make a python script to do this automatically.
Edit: here’s a simple python script to automatically scale the time correctly of an armature.
Select the armature, copy-paste this script in the Text Editor and run it
import bpy
store current area type, then change area type to Dopesheet Editor
area = bpy.context.area
old_type = area.type
area.type = 'DOPESHEET_EDITOR'
get active object, animation range, scale animation
obj = bpy.context.scene.objects.active
obj_frame_range = obj.animation_data.action.frame_range
obj_frame_length = obj_frame_range- [x] - obj_frame_range[0]
bpy.context.scene.frame_current = obj_frame_range[0]
time_scale_value = (obj_frame_length - 1)/obj_frame_length
bpy.ops.transform.transform(mode='TIME_SCALE', value=(time_scale_value, 0, 0, 0))
restore area type to first state
area.type = old_type
Hopefully the bug will be fixed soon and you just have to set fps to 30.
This bug of ue4 exporting one extra frame and scaling the whole animation to the new range probably also is in 3ds max and maya.
Please, as asked before, create a new bug report that contains the necessary info, steps to reproduce, etc.
For inserting code, please read this guide, it'll help to keep the code readable.