Has there been any progress on this?
This issue makes it a big pain to import or reimport animations. Basically I have to keep a 4.9 version of the project around, import animations into the 4.9 version, then copy the uassets into the 4.10 version.
As posted in the 4.11 preview thread, it’s still “under assessment”.
The crashes should be fixed as of Preview 2, please post a new bug if this issue is still occurring for you with your crash logs, machine ID and if possible an FBX which causes the issue.
Thank You
Eric Ketchum
I can confirm that the crash is fixed for us in 4.11p2. I guess it just got left off the list of fixes. Any chance of seeing this fix backported to 4.10 while we wait for a production-ready version of 4.11?
we were seeing the same crash as OP, and patched up the ApplyUnroll function a little differently in 4.10:
static void ApplyUnroll(FbxNode pNode, FbxAnimLayer pLayer, FbxAnimCurveFilterUnroll* pUnrollFilter)
{
if (!pNode || !pLayer || !pUnrollFilter)
{
return;
}
FbxAnimCurveNode* lCN = pNode->LclRotation.GetCurveNode(pLayer);
if (lCN)
{
FbxAnimCurve* lRCurve[3];
lRCurve[0] = lCN->GetCurve(0);
lRCurve[1] = lCN->GetCurve(1);
lRCurve[2] = lCN->GetCurve(2);
// Set bone rotation order
EFbxRotationOrder RotationOrder = eEulerXYZ;
pNode->GetRotationOrder(FbxNode::eSourcePivot, RotationOrder);
if (RotationOrder * 2 <= FbxEuler::eOrderSphericXYZ)
{
pUnrollFilter->SetRotationOrder((FbxEuler::EOrder)(RotationOrder * 2));
pUnrollFilter->Apply(lRCurve, 3);
}
}
for (int32 i = 0; i < pNode->GetChildCount(); i++)
{
ApplyUnroll(pNode->GetChild(i), pLayer, pUnrollFilter);
}
}
4.11p3 looks like it still has the issue.
Hello -
DamirH’s originally reported crash has been fixed by 4.11 Preview 2. If you are still getting a crash after that release, please post a new Answerhub post including your Machine ID and a copy of the FBX which resulted in the crash, ensuring that you have submitted your crash logs via the crash reporter.
Thank You
Eric Ketchum