Skip to content
This repository has been archived by the owner on May 10, 2024. It is now read-only.

Incorrect FBX import #1429

Closed
nem0 opened this issue Jan 30, 2017 · 6 comments
Closed

Incorrect FBX import #1429

nem0 opened this issue Jan 30, 2017 · 6 comments

Comments

@nem0
Copy link

nem0 commented Jan 30, 2017

FBX file: default_pose_char+wep.zip

Atomic (see "flying" scope):
atomic

Blender:
blender

@Alan-FGR
Copy link
Collaborator

Alan-FGR commented Jan 31, 2017

Is the whole model skinned? In Atomic I only get a single AnimatedModel and a bunch of 'bones'...
Is the coordinates of the object "Wep_Sako85_Scope" the same as the ones in Blender (94.47, 193.59, 0)?

This model glitches Atomic considerably... the bounding box is totally off so culling doesn't work (if the bb goes outta screen model won't show even though it clearly should be visible). This is definitely something to check. First thing to determine is what exactly is wrong, it could be the bones positions, the vertices, the weights, etc.. It could be a problem in the importer or the exporter. Have you tried reimporting the FBX in Blender? This is definitely an opportunity to fix bugs 🐫.
bbcull
Update: Just confirmed the model itself isn't the problem. I don't know how to compare the coordinates of the object imported in Atomic to the coordinates of the object in the 3D app since they're inconsistent.
Update2: Bone position is OK:
coords

@nem0
Copy link
Author

nem0 commented Jan 31, 2017

It's created in 3ds Max. The pose on the image is not the bind pose, but the first frame of animation (however no animation is played, it's just the way it is imported in Atomic). The bounding box seems to be created from the real bind pose:
blender_bind
Unity and Blender imports this model fine, so the problem is not in the fbx itself. Most of the open source engines I tried however have problems with it.

@Alan-FGR
Copy link
Collaborator

Yeah, the bounding box really seems to be created from that pose. From the engines that worked, does any of them use Assimp? Assimp isn't very great with FBX that's why we have plans to use the Autodesk SDK for FBX files. Since you've said most of the open source engines aren't working and Assimp is the most popular importer for open source engines, I guess that could be related. However, I think you're using that model in Lumix with no problems, right? 🤔

@nem0
Copy link
Author

nem0 commented Jan 31, 2017

Yeah, most of the stuff I tried uses Assimp.

It causes problems even in Lumix (using Assimp), that's why I am trying different OSS checking if any of them manages to import it correctly, but not luck so far. BTW each one of them computes the pose differently.

I am making an FBX Importer which uses Autodesk's SDK to check if it solves the problem. The problem with Autodesk's SDK is that it can not be distributed, but users have to install it and therefor I can't have a standalone version of the engine.

@nem0
Copy link
Author

nem0 commented Feb 1, 2017

After some investigation it seems to be related to assimp/assimp#1127

@mesilliac
Copy link

(this issue should now be fixed in assimp master)

@nem0 nem0 closed this as completed Feb 23, 2018
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants