honya Posted October 7, 2018 Share Posted October 7, 2018 Hi, when import fbx that contain only animation bones without mesh, then animation have duplicated bones by 3. Orig fbx have 156 bones, imported animation have 468 bones. Setting: Source fbx: male__JumpWalkStart_RU.fbx Thanks Honya Link to comment
vvvaseckiy Posted October 8, 2018 Share Posted October 8, 2018 Hello honya, Thank you for your feedback, i've added this issue to our internal bugtracker, unfortunately, for now, i can't give you any ETA on when it will be fixed. Could you please specify if this issue is a showstopper in your workflow Thanks Link to comment
demostenes Posted October 8, 2018 Share Posted October 8, 2018 Just now, vvvaseckiy said: Hello honya, Thank you for your feedback, i've added this issue to our internal bugtracker, unfortunately, for now, i can't give you any ETA on when it will be fixed. Could you please specify if this issue is a showstopper in your workflow Thanks Currently it is , we did masive change to our animation system, switching to root motion animations and we dont know about any other way, how to get these files into unigine. Do you have some ideas for workaround? Link to comment
silent Posted October 8, 2018 Share Posted October 8, 2018 Hi Jirka, Right now there is no other solution or workaround. We hope that fix will be trivial and you can rebuild FBX plugin from sources on your side with a patch. However, we are still debugging and if issue is more serious the only option left is to wait until 2.8 SDK update, sorry. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted October 8, 2018 Share Posted October 8, 2018 On our side we are probably able to change version of fbx, so if there is any preferred version... Link to comment
silent Posted October 8, 2018 Share Posted October 8, 2018 Hi Jirka, The issue is on our side. Please, find the void FbxImporter::process_animations(fbx::FbxNode *fbx_node) method in source/plugins/Import/FbxImporter/FbxImporter.cpp and replace it with the following implementation: void FbxImporter::process_animations(fbx::FbxNode *fbx_node) { if ((flags & IMPORT_ANIMATIONS) == 0) return; using namespace fbx; FbxNodeAttribute *attribute = fbx_node->GetNodeAttribute(); if (attribute && attribute->GetAttributeType() == FbxNodeAttribute::eSkeleton) { FbxProperty property = fbx_node->GetFirstProperty(); while (property.IsValid()) { for (auto &it : fbx_animations_layers) { for (AnimationData &data : it.data) { if (property.GetCurveNode(data.layer)) { if(!data.nodes.contains(fbx_node)) data.nodes.append(fbx_node); } } } property = fbx_node->GetNextProperty(property); } } int num_children = fbx_node->GetChildCount(); for (int i = 0; i < num_children; ++i) process_animations(fbx_node->GetChild(i)); } After that you need to rebuild a plugin on your side as described in that article: https://developer.unigine.com/en/docs/2.7.2/code/cpp/plugins/fbximporter/ Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
demostenes Posted October 8, 2018 Share Posted October 8, 2018 Thanks for quick fix, we will try and let you know. Link to comment
honya Posted October 8, 2018 Author Share Posted October 8, 2018 (edited) Hi, it's help and now it import right number of bones. Thanks Honya Edited October 8, 2018 by honya Link to comment
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