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@mwhirls mwhirls commented Sep 3, 2024

Description

This PR fixes a bug where the rotation for joints on some FBX models from Maya were not being read correctly by FBXLoader. These models have both a non-default Euler order and have the "Joint Orient" option set on their joints. The rotation matrix for "Joint Orient" is stored in "PreRotation" in the FBX file and FBXLoader was erroneously using the Euler order for the regular joint rotation to read it.

Example model: WonkyWalk.fbx.zip

Before the fix:

Screen.Recording.2024-09-03.at.10.16.23.AM.mov

After the fix:

Screen.Recording.2024-09-03.at.10.15.38.AM.mov

@mwhirls mwhirls closed this Sep 3, 2024
@mwhirls mwhirls force-pushed the fix-fbx-joint-orient branch from c5b8b85 to 841ea63 Compare September 3, 2024 21:06
@mwhirls mwhirls reopened this Sep 3, 2024
@mrdoob mrdoob added this to the r169 milestone Sep 5, 2024
@mrdoob mrdoob merged commit e20e8ae into mrdoob:dev Sep 5, 2024
@Mugen87
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Mugen87 commented Sep 5, 2024

@mwhirls Since you linked #14903 I have tested the PR with the related Zombie asset ( WhiteClownSambaDancing.fbx). Unfortunately, it is still broken. So is #14903 a different issue or do I miss something?

@mwhirls
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mwhirls commented Sep 5, 2024

@mwhirls Since you linked #14903 I have tested the PR with the related Zombie asset ( WhiteClownSambaDancing.fbx). Unfortunately, it is still broken. So is #14903 a different issue or do I miss something?

Ah, that must be a different issue then. I linked it because I thought it could possibly be related, but my team was testing with different models. I will remove the link here to avoid confusion.

@mwhirls mwhirls deleted the fix-fbx-joint-orient branch September 5, 2024 16:43
@pikilipita
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Does this also fix the blender exports issue?
#27907

@Mugen87
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Mugen87 commented Oct 1, 2024

The specific runtime error of #27907 does not appear anymore since r163 thanks to #27956. However, the animation is still incorrect. When you start it in the editor the cube simply disappears.

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4 participants