Maniphest T91967

Blender to Unity Armature Export Issue
Needs Information from Developers, Normal

Assigned To
None
Authored By
Simon thurman (MajorT)
Oct 5 2021, 3:44 PM
Tags
  • Add-ons (BF-Blender)
  • Import/Export
Subscribers
Pratik Borhade (PratikPB2123)
Simon thurman (MajorT)

Description

When exporting an armature to Unity using FBX export the transform data for Child bones is exported incorrectly.

As you can see from this image transform position data is showing some strange result - numbers followed by the letter e-(number) In reality any value ending in e-(number) is actually zero. I've tried every method possible to export to FBX and no matter what I try I still get these weird values in Unity? Myself and several other Unity uses all have the same issue with different armatures, so we think it must be somethign to do with Blender export settings? For now we are zero'uing out thsoe valules so not to confuse other colleagues.

Any hep would be greatly appreciated.

Simon

Related Objects

Event Timeline

Simon thurman (MajorT) created this task.Oct 5 2021, 3:44 PM

To be clear when you change those values with the e-(number) to zero in unity, nothing happens to the model at all, it doesnt move.

Pratik Borhade (PratikPB2123) edited projects, added Add-ons (BF-Blender), Import/Export; removed BF Blender.Jan 19 2022, 11:33 AM
Pratik Borhade (PratikPB2123) added a subscriber: Pratik Borhade (PratikPB2123).

Thanks for the report. Can you please provide sample .fbx file?

Pratik Borhade (PratikPB2123) changed the task status from Needs Triage to Needs Information from User.Jan 19 2022, 11:34 AM
Simon thurman (MajorT) added a comment.Jan 20 2022, 1:32 PM

FBX example attached. Import into Unity and check out the finger bone position/rotation values.

Let me know if you need anything else.

Cheers

Si

Pratik Borhade (PratikPB2123) changed the task status from Needs Information from User to Needs Information from Developers.Apr 20 2022, 9:10 AM

Hi, I think this is a known issue with child objects: T68575: FBX Known issues & TODO's

FBX handling of scale/units, and (the biggest culprit) FBX transformation model, especially when it comes the parenting chains (children objects, but also the whole skeleton
thing).