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    Hi LIna,<br>
    <br>
    <div class="moz-cite-prefix">On 07/05/2014 18:46, Lina Halper wrote:<br>
    </div>
    <blockquote
cite="mid:79D602BCAAC5A14D8CB92DB9CAD29D22589EA798@MAIL-03.epicgames.net"
      type="cite">
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      <div class="WordSection1">
        <p class="MsoNormal">Hello, <o:p></o:p></p>
        <p class="MsoNormal"><o:p> </o:p></p>
        <p class="MsoNormal">I have a couple of question about importing
          part of blender. This test is done using FBXs from UE4 and
          other sources, and these two seem the biggest hurdle for us to
          work with blender.
          <o:p></o:p></p>
        <p class="MsoNormal"><o:p> </o:p></p>
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          style="margin-bottom:12.0pt;text-indent:-.25in;mso-list:l0
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          <!--[if !supportLists]--><span style="mso-list:Ignore">1.<span
              style="font:7.0pt &quot;Times New Roman&quot;">      
            </span></span><!--[endif]-->Converting Scene issue<br>
          - when importing the FBX exported from UE4 to blender, we see
          mesh is rotated. <br>
          - when we open this in Maya or FBX review, we don’t see this
          issue<br>
          - I’m wondering how you convert scene when imported. Do you
          read current scene set up and convert?<br>
          - Now if you modify and export back out, now mesh is rotated <o:p></o:p></p>
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    </blockquote>
    Currently, Blender does not use axis data stored inside FBX (mainly
    because, since most format do not have such info, we have a common
    system of front, up axes settings shared bewteen many export/import
    operators, that generate a global transform matrix for us). It’s on
    my TODO list to use such data from FBX files (some kind of 'auto
    orientation' option)… But currently, you have to set correctly
    foward and up axes so that they match the other app conventions (as
    most FBX exporters do not allow to modify these settings, afaik).<br>
    <br>
    You may also have more issues if both app do not share the same ref
    system (left/right hand stuff, not sure UE4 respects OpenGL or
    DirectX convention here?).<br>
    <br>
    <blockquote
cite="mid:79D602BCAAC5A14D8CB92DB9CAD29D22589EA798@MAIL-03.epicgames.net"
      type="cite">
      <div class="WordSection1">
        <p class="MsoListParagraph"
          style="text-indent:-.25in;mso-list:l0 level1 lfo1"><span
            style="mso-list:Ignore">2.<span style="font:7.0pt
              &quot;Times New Roman&quot;">      
            </span></span><!--[endif]-->Converting Unit issue<br>
          - when importing FBX or Collada, if I have “import unit”
          option off, it imports as very small (1/100<sup>th</sup>). If
          I have that option on, it imports correctly.
          <br>
          - Is this intended?  How do you see your unit conversion with
          other package?<o:p></o:p></p>
        <p class="MsoNormal"><o:p> </o:p></p>
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    </blockquote>
    FBX import does not support units at all currently, afaik… And when
    there are no units, again different apps have different conventions,
    so one might export in mm when Blender will import in BlenderUnits
    (commonly accepted as meters, though this is configurable and
    ultimately a matter of convention, again). That’s why you have a
    Scale setting in importers and exporters, to apply some correction
    if needed.<br>
    <br>
    <blockquote
cite="mid:79D602BCAAC5A14D8CB92DB9CAD29D22589EA798@MAIL-03.epicgames.net"
      type="cite">
      <div class="WordSection1">
        <p class="MsoNormal">Thanks, <o:p></o:p></p>
        <p class="MsoNormal"><o:p> </o:p></p>
        <p class="MsoNormal">--Lina,<o:p></o:p></p>
        <p class="MsoNormal"><o:p> </o:p></p>
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      <pre wrap="">_______________________________________________
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</pre>
    </blockquote>
    Cheers,<br>
    Bastien<br>
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