It might be hard or even impossible to tell which blend file the FBX was created from. And here's a couple reasons why:ġ) No Ambiguity - Having the blend file directly in the Unity project removes any ambiguity that might exist if there was a FBX file created from a blend file. This really needs to be restored to the original functionality. Only the transform data of node: 'MT_ROOT_Piston_Anim' will be saved.This is a very important issue and I can't believe Unity is burning their blender using user base in such a way. Warning: 'Null' type not supported by COLLADA. Only the transform data of node: 'MT_Root_PistonLowr1_01' will be saved. Only the transform data of node: 'MT_Root_PistonLowr2_00' will be saved. Only the transform data of node: 'MT_Anim_Root_Arm2' will be saved. Only the transform data of node: 'MT_Anim_Root_Arm_All' will be saved. Only the transform data of node: 'MT_ROOT_Main_Animation' will be saved. While reading or writing a file the following notifications have been raised. When exporting the Maya file as a Collada file, you get the following errors. From what I can tell, this issue has less to do with the FBX format in particular and more to do with how Blender interprets and deals with hierarchies. Being able to play nicely with the other 3D content creation tools out there is critical for the success of an app in a professional environment.Īlso, for what it's worth, Collada has the same basic problem as FBX. Please reconsider elevating this task back up to Normal or even High. But if we can't get the files from our art team into Blender, then Blender simply cannot be a part of our pipeline, no matter how much I'd like it to be. As the Creative Director for a major theme park design company, I see the potential to replace UE4 with Blender in our studio. We create content in Maya, Modo, 3DS Max and then port things into UE4 for rendering. Our studio's pipeline is currently built around Unreal Engine 4. They're going to be studios like ours that are filled with professionals and who are interested in incorporating Blender into their pipeline. These users aren't all going to be 3D newbies. Blender has come a long way in 2.8 and much effort has been invested in making the program friendly to new users. I would have to agree with Tomasz Zabocki that this issue is a huge issue and one that should be elevated to a high priority. Can you clarify which apps have similar problems with FBX files? We have Maya, 3DS Max, Modo, LightWave, SketchUp, Unreal Engine, and Unity at our studio, and none have this issue. You noted in a comment to Tomasz Zablocki that other apps have frustrating FBX support. Blender is the only 3D app we've tried that has this issue. The much larger full file is over 1GB and it loads into Maya, 3DS Max, Modo, LightWave, and Unreal Engine without issue. The 6MB file I attached is a heavily stripped down version of a file we got from our animation team. They come up in real-world cases where you have layers upon layers of bones in a hierarchy. These problems don't come up in simple cases. Thanks for looking into this! We're looking forward to eliminating UE4 from our pipeline and doing all of our scene layout and rendering in Blender.īastien, I understand the desire for small and simple files, however if you only ever test small and simple files, then you'll never encounter the types of problems that we're reporting here. But in Blender, it's requiring a lot of manual correction, which is not ideal. In Maya and UE4, they all come in relative to each other, so it's literally an import and then you're off and running situation. In addition to this, most of the FBX components I've imported from 3DS Max are located in different parts of the scene when they come into Blender. Manually parenting MT_Anim_ARM_03 to the MT_Anim_Root_Arm1 mesh, and then choosing the Bone008 as its parent doesn't resolve the issue. But MT_Anim_ARM_03 should be parented to Bone008 and it's not. There's another part, MT_Anim_ARM_02 that's parented to Bone007. In this case, the MT_Anim_ARM_03 mesh should be parented in the following hierarchy: I dug into the scene and it looks like several of the meshes aren't parented or scaled properly. However it does not, as you can see in the attached screen shot. The FBX should load into Blender like it does into Maya, UE4, etc.
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