Closed kenshin20080-lab closed 3 years ago
Does the same happen, when you reimport fbx?
Yes, it happened even if I reimport the fbx.
This problem also happened when I import Provoke_10 in "pl0200_special.motlist.85" (which is V's umbrella dance motion). R_WeaponHand's position turned to "nan" since frame 882.
I noticed that it was OK in 3ds max, but, if I export animations to a fbx, then import that fbx into other 3d softwares( Blender, Motionbuilder), some of bones' transitions may lost for some reason...
Problem solved (manually, not perfect). I found this problem is caused by some broken keyframes (maybe devide by zero or something). So all we have to do is removing those broken keyframes manually after motlist import. I think it's better to fix this in revilmax plugin instead of manual proccess.
From the first glance, it looks like a controller issue.
When I change rotation controller to Euler XYZ
and back to Linear Rotation
, the defect disappears.
It looks like controllers don't like unnormalized quaternions.
Yes,that worked! Thank you so much
Issue should be fixed in v1.7
Thank you
I imported "pl0300_yamato.motlist.85" into 3DS Max with "load all" checked, then I export all the animations to a fbx.
But when I import this fbx into Blender 2.90, I found L_WeaponHand's position values turned to "nan" since frame 228.
And I noticed that if I import "pl0300_yamato.motlist.85" into 3DS Max with "select Animation", this problem wont happen.
Can you help me? Thank you for your great job