Animation import Fatal error

I was figuring out my workflow for importing skeletal meshes and there animations, I had got a model in with its animations (its bones had translation only), I tried them and they worked fine, I decided to try another model (that had translation and rotation) witch also worked, I then thought id try one more model (that had the root bone animated as well) and it worked, I should say that I was getting the “out of date fbx” warning (I just hadn’t converted them to 2013 yet) but they all worked fine.

to double check my workflow I closed rocket (without saving the assets), I reopened rocket imported the 3 models witch worked fine, then I tried importing the 3 files containing the animations in one go, I thought they would import in the same order as the models so I selected the first skeleton, hit “import” and as soon as the progress bar hit the end I got a fatal error warning, I pressed ok and rocket closed. I then reopened rocket and tried reimporting a model witch worked then I tried importing the animations for that model and got the fatal error again, so now every time I try to import animations I get the same fatal error.

A few side notes: I can still import static and skeletal meshes, only importing animations gives me the fatal error, the fbx files contain models and animations so I just duplicated them and renamed the second ones because I was importing the separately, I have uninstalled and reinstalled rocket witch didn’t fix it and also tried reinstalling to a different location that didn’t work either, the fatal error says it couldn’t find files at location ( all files it says it couldn’t find are DLL’s), I did check every files location and they were still there. I also tried importing to UDK and it imported them fine.

how do I fix so I can import animations again?

–EDIT–

here is the message I get.

Can you please copy in the exact error message you are receiving, or post a screenshot? It may be helpful to know precisely which DLL’s the editor is looking for.

Thank you.

Thank you for posting the update with the images. I have been experiencing the same fatal error while importing Static Meshes after having enabled some of the advanced options. For myself, I found that the error persisted with importing until I disabled some of the import options.

Have you attempted to alter any or all of the FBX Import Options when you import the animation? Please let me know your results of changing the settings. Meanwhile, we are investigating this issue.

Thank you,

-Stephen

the only advanced option I used for the models was the “use TOAs ref pose”, I can still import the models fine its only the animations that crash rocket, I did just try all the different import options as you suggested but it still crashes if I import the model and then the animations or the model with them, before the first crash they imported fine and I had them all working as they should.

Hi Mike, might be a little easier to read the log file, you’ll find it under

C:\Users\Geodav\Documents\SideScrolling\Saved\Logs

or what ever your project location / name is

stupid thing removes the back slash \\\\

Thanks for the assets. I’ve fixed the crash and it imports correctly but it will not be available until the next beta. Based on the header information this is a Blender FBX file which is organized in a strange way (I think the blender FBX exporter doesn’t use the FBX sdk due to licensing issues). In the FBX file the root bone “vehicle_main” is not part of the FBX scene (in the fbx scene graph it has no parent but it is not the root of the scene) which is why it crashes. Actually importing this mesh into Maya imports this incorrectly as well. It only finds one bone called “armature”. Since blender doesn’t import FBX files to my knowledege I cannot see the structure of the bones to provide you with any workarounds in content. You said this worked for you before though. Is there anything different that you did when this worked?

I was happy to supply the assets especially as I already released the functioning versions for UDK. blenders FBX exporter has as far as I know always had issues (there is a line in the FBX script about the FBX sdk so who knows). as for importing FBX into blender there is only 2 possible ways, the first is a called ASSIMP but I could never get it to work, the second is to use the “autodesk FBX converter” to convert the FBX file to collad(DEA) and then import that, converting dose not work very well though.

anyway your comment about the root got me thinking, to use blenders FBX exporter with UDK you have to comment out three lines of the export script because during export it adds an extra armature witch wasn’t needed, I have now uncommented the script, I then re-exported the models and tried importing them into rocket, first I tried importing as individual files (like before) and it worked, I then tried importing all 3 at once (again like before) and it worked as well, I also tried importing a model with its animations, materials and textures and it all came in fine. I still need to test a basic character with a basic walk cycle just to make sure.

I have attached one of the newly exported versions so you can see the difference.

so for now all is well in the realm of blender to rocket relations, thanks for the help.
link text

Glad you found a workaround. We’ll continue to improve support for Blender FBX files. Next beta version you shouldn’t need to alter the FBX export script.

Hi,
I am not able to reproduce that so I would like some clarification…
You said that importing worked fine at one point. This was when you imported the skeletal mesh and animation separately? Does that still work for you? I’m assuming this is related to importing a skeletal mesh and an animation at the same time. Does it work for you if you disable “Use T0 as ref pose”?

Does it work for you on a very basic test like a sphere with one bone that does some simple animation? If all else fails it would be really helpful if you could provide some sort of test content that reproduces this issue for you. Usually having a good reproducible case makes these much easier to fix.

link texthi, yes importing animations worked fine before the first crash. yes I was importing the models and animations separately because I was just testing my workflow. the files contain both the model and animations so I duplicated the files and renamed them because it wont import 2 files with the same name.

so the workflow that was working is.

  1. import model from first file “Hummer” (using the “use TOAs ref pose”)
  2. import animations from duplicate files.
  3. play animation to check it was working properly.
    and that worked fine, all the animated parts moved as they should. I did this with 3 models and there animations and they all worked perfectly.

to double check my workflow I close rocket without saving the assets and then reopened it, now to what caused the crash.

  1. import all 3 models at the same time (witch worked fine)
  2. import the animations from the duplicate files.
  3. select the first skeleton.
  4. press import.
  5. CRASH!(fatal error warning)
  6. rocket closed.

after the first crash I tried the first method importing the files separately again but it just crashes giving me the same warning. I am attaching all the files, if you import for example the hummer into UDK using the “TOAs ref pose” and play the anims you will see they work (the mesh looks a little weird but the anims still worked fine in UDK and the mesh isn’t damaged in rocket).

a few notes, the bones have actually been rotated 90 degrees during export but the animations work fine so it is still usable, I have tested with all the files, I have also included 2 converted files (to fbx 2013) witch I also tried that didn’t work.

if I don’t use the "TOAs ref pose the mesh will be rotated 90 degrees from the skeleton and the animations still don’t import but if I import the models to UDK without using the “TOAs ref pose” the mesh will still be rotated from the skeleton but the animations still import and play (although the mesh moves in wrong directions because of the rotated mesh).

I have not tried a simple mesh yet, I will do it tomorrow.

I think that’s everything.