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FIXED: BUG? Fbx anim imports wrong orientation on bones

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FIXED: BUG? Fbx anim imports wrong orientation on bones

Postby theotheo » Tue Jun 26, 2018 4:06 am

Hi,

I've been trying to import bones and anim from blender using fbx, and have litte success in TD. Houdini and blender re-imports the FBX correctly but when importing them into TD the bones comes in 90(?) degrees off causing the mesh and deformation to be all wrong.

We've tried all the variations of FBX that blender supports, including the version TD099 is using (fbx v7.4 which we believe is the latest version of FBX ? Its such a confusing format!)

The weird thing is that when importing a static fbx (no anim, but still bones and geo) it all comes in to TD just fine, with the bone structure and deformation working just fine. For some reason its just the anim data thats borked.


On Windows Build 2018.22270, blender 2.79b with FBX export set to 7.4 binary

Check out the attached .FBX that works fine in blender and houdini, but not in TD.

Bug or user error ?
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squid.idle.v1.fbx
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theotheo
 
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Re: BUG? Fbx anim imports wrong orientation on bones

Postby eric.b » Tue Jun 26, 2018 11:38 am

I believe the animation and orientation are all correct. It seems the problem here is the animation file isn't initialized immediately on import (the File In CHOP in squid/takes). After force reloading the bchan file in the File In CHOP the animation in TD matches blender in my testing.

I'll have a look as to why the bchan file isn't loading immediately though, that seems to be a bug.
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Re: BUG? Fbx anim imports wrong orientation on bones

Postby eric.b » Fri Jun 29, 2018 12:02 pm

The animation loading bug has been fixed, 2018.24100+
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