Armorpaint: FBX Import with multiple meshes - objects reset position to origin

Created on 28 Nov 2019  路  5Comments  路  Source: armory3d/armorpaint

Windows 10 Pro x64, Build 1909.
ArmorPaint 817be55 built from repo today.

When importing FBX files all the contained mesh positions are reset to origin (0,0,0).

I tested with multiple scene's / FBX files, with and without Parse Transforms option on importer with same/similar position results in ArmorPaint.

This does not appear to affect OBJ files.

This seems like a regression to #81 ?

Attaching image to show result (and to verify my FBX's are not the issue), rear application is Marmoset Toolbag 3.08, front is ArmorPaint 817be55.
toolbag_2019-11-28_14-29-51

bug

Most helpful comment

Hi @Uro1, are you able to throw me some random .fbx file to reproduce the issue? I attached a simple one which appears to work here (with Parse Transforms enabled), but I guess anything more complex fails - will take a look and fix! 馃敤

fbx_file.zip

All 5 comments

Hi @Uro1, are you able to throw me some random .fbx file to reproduce the issue? I attached a simple one which appears to work here (with Parse Transforms enabled), but I guess anything more complex fails - will take a look and fix! 馃敤

fbx_file.zip

Hi @luboslenco , I put together this quick scene, exported as both obj & fbx files to compare.

  1. 4items-offset-from-point-of-origin(.obj/.fbx) - are the scene objects exported as is.
  2. 4items-offset-from-point-of-origin-reset-xform(.obj/.fbx) - are the scene objects with their transforms reset prior to export.

The obj files load fine for both files, the fbx files are reset in both.
With the tansforms reset before export in 2. they load in the correct orientation but still are all reset to point of origin.

I tested all files again in Marmoset Toolbag3 & in the 3D Viewer in Windows 10 and all appear as they do in 3dsMax as you can see from the viewport screenshot.

I hope you fill find these useful, I'm happy to do more test's as required to quash this issue.

3dsmax_2019-12-04_12-30-18
armorpaint-test-models-fbx-obj.zip

hey @luboslenco any progress/planned fix for this?
I tested latest build and still same issue.

Hello, I noticed that there is the option to compute positions for fbx. While the objects don't get all jammed in the origin, they do, however, end up in different positions than expected.
This is how they look like in Blender:
image
This is how it looks like in ArmorPaint:
image

This is my fbx file:

AndromedaPlantContainer.fbx.zip
image

Thanks for the test files, pushed a fix at https://github.com/armory3d/armorpaint/commit/06209c536b0c5121b8139040c82b7214b6510176 - new builds will be up soon.

img

Note: When exporting from Blender, Z up, Y forward should produce the correct result. Alternatively the mesh can be rotated in ArmorPaint via Meshes tab - Tools... - Rotate X / Y / Z.

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