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