[Bf-committers] [Soc-2012-dev] loss of data after fbx-import and reopening of saved file

Benjamin Dahl - post@bennyd.de post at bennyd.de
Fri Sep 7 10:53:33 CEST 2012


Sorry Undo is Ctrl Z and here are the screenshots:

https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.44.png

https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-09-07%20um%2010.00.27.png


Am 07.09.12 10:35 schrieb Benjamin Dahl - post at bennyd.de:
> 
> Ok, I can confirm that the issue seems to be about this „Object usage
> counter“.
> Going to the Datablocks-View in the outliner the user-counter for every
> mesh is 0 but is 1 for the parent objects/empties. (see screenshots:)
> 
> I can't set this counter to 1 manually but use the “fake user” button.
> When I use this for specific meshes or objects it saves exactly those
> meshes. But it would be a bit tedious to do this for every mesh.
> 
> So I found a little workaround for the moment to set every counter to 1
> with one action.
> 
> 1. import fbx-file
> 2. Deselect active Selection of imported objects
> 3. Select everything (A)
> 4. Use one of the Transform Tools of the Object Tools and perform any
> translation.
> 5. Undo the Translation (Ctrl U)
> 
> The Object counter is increased to 1 for the meshes and I can save the
> file or start editing it.
> 
> cheers
> 
> Benny
> 
> 
> 
> 
>> Christian Monfort <monfort.c at gmail.com> :
>> It makes me think of "Object usage counter" (don't remember the exact
>> name, but it's field "us" in struct ID) not being incremented.
>>
>> Each time an object is used in Blender, its counter is incremented
>> (and decremented when it's dereferenced).
>>
>> For example, if you assigne material1 to a mesh, then material1
>> counter is incremented, then if you replace material1 with material2
>> in same mesh, material2 counter will be incremented while material1
>> counter will be decremented...
>>
>> Each object with a counter reaching zero IS NOT SAVED when you save
>> the .blend file, but it's still there in running Blender. If you
>> reload the file you just saved, then all those objects are gone
>> because they were not saved.. and that's why there is "fake user"
>> buttons, to manually set this counter to 1 and be sure object will be
>> saved.
>>
>>
>> 2012/9/4 Alexander Gessler <alexander.gessler at gmx.net>:
>>> Hi Benjamin, bf-committers, soc-2012-dev
>>>
>>> sorry for the late response, I was off and busy for some days.
>>>
>>> I can confirm the issue - this is something really serious. In my tests
>>> it didn't even work when I re-opened Blender for the first-time.
>>>
>>> Does anybody have an idea of what my assimp importing code might be
>>> doing wrong when the following sequence:
>>>
>>> * import file into an empty blender scene - ok, geometry is there
>>> * save .blend - ok, file is saved
>>> * open the same blend
>>>
>>> yields lots of "Object <name> lost data" messages in the console?
>>>
>>> there's also a message on " search for unknown op
>>> 'CONSOLE_OT_copy_as_script'" but it does not seem to be related since it
>>> also appears if I save and load the default scene.
>>>
>>> I'm really puzzled and I don't know enough of Blender to have an idea of
>>> what might be going wrong here. Any ideas?
>>>
>>> Bye, Alex
>>>
>>>
>>> On 8/31/2012 10:44 PM, Benjamin Dahl - post at bennyd.de wrote:
>>>> Strange. I tried to test a workflow like the following and blender
>>>> imported the fbx perfectly and saved the file with all data which I can
>>>> reopen now. But! It only worked in the first run. When I try it now
>>>> exactly the same way again blender loses all the data when reopening the
>>>> file.
>>>>
>>>> The workflow:
>>>> Exported a C4D file from archicad, opened that file in Cinema4D,
>>>> exported from there to fbx and imported that file into blender. Import
>>>> works nice.
>>>> 1st run: could save the file and reopen
>>>> 2nd+x run: loss of all data when reopening.
>>>>
>>>> Relevant files here:
>>>> https://dl.dropbox.com/u/1944337/Betatest/TestArchicadC4DBlender.zip
>>>>
>>>> cheers
>>>> Benny
>>>>
>>>> BTW: assimp does not load the ifc file, I exported from archicad. I get
>>>> errors. Another ifc-plugin from http://ifcopenshell.org/ifcblender.html
>>>> will import the file but hierarchy is missing so it's useless. Would be
>>>> nice if assimp would load the ifc as well as preserve hierarchy and
>>>> translate materials.
>>>>
>>>>
>>>> Am 31.08.12 15:41 schrieb Benjamin Dahl - post at bennyd.de:
>>>>> Hello Alex,
>>>>>
>>>>> I'm very happy to announce that I was able to build blender gsoc 2012
>>>>> bratwurst with fbx-import on mac today. I had to switch my build
>>>>> environment to clang as the used compiler.
>>>>>
>>>>> I than began to test the fbx-importer immediately.
>>>>> First: The import of my test-fbx-file worked as expected allthough I'm
>>>>> still missing the feature of changing orientation to y-up, in order to
>>>>> get files from cinema 4d into blender right. The materials from cinema
>>>>> 4d haven't been translated right as well, but that's not so much
>>>>> important at the moment.
>>>>>
>>>>> After trying to save and reopen the file, I experienced, that all
>>>>> Objects, which were previously importet, were lost.
>>>>>
>>>>> I importet everything again to a new file and played around with import
>>>>> options and moved the imported objects around and then tried to save
>>>>> again, but the objects were gone, when I reopend the file again.
>>>>>
>>>>> I then played around some more and suddenly I could save one file, which
>>>>> I was able to reopen with all objects. Strangely I haven't been able to
>>>>> reproduce that in any case. Everytime when I import stuff from fbx-files
>>>>> (I tried several) and save the file with blender, it loses all data
>>>>> after reopening.
>>>>>
>>>>> Some weeks ago you send me a blend-file which you created from my test
>>>>> fbx-file. When I open that file, there are no objects, too. First I
>>>>> thought, it had to do with different versions of blender, but today I
>>>>> realized it must have to do with something else.
>>>>>
>>>>> I put you all my relevant files and logs here:
>>>>> http://dl.dropbox.com/u/1944337/Betatest/blenderemptyfile.zip
>>>>>
>>>>> maybe, you are able to find the bug.
>>>>>
>>>>> cheers
>>>>>
>>>>> benny
>>>>>
>>>>>
>>>>>
>>>>> Am 11.08.12 14:29 schrieb Alexander Gessler:
>>>>>> Sure,
>>>>>>
>>>>>> http://www.greentoken.de/privat/benny_fbx_import.blend
>>>>>>
>>>>>> I hope it can be opened by a regular, non bratwurst blender.
>>>>>>
>>>>>> Bye, Alex
>>>>>>
>>>>>> On 8/11/2012 7:35 AM, Benjamin Dahl - post at bennyd.de wrote:
>>>>>>> Hey Alex,
>>>>>>>
>>>>>>> this looks closely to what I saw in Cinema 4D and was going to expect
>>>>>>> from the fbx-import so far. Thanks for that.
>>>>>>> I'm going on vacation for a week today and will try this after coming back.
>>>>>>>
>>>>>>> btw. can you send me the .blend file?
>>>>>>>
>>>>>>> Cheers
>>>>>>>
>>>>>>> Benny
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> Am 11.08.12 05:26 schrieb Alexander Gessler:
>>>>>>>> Hi again,
>>>>>>>>
>>>>>>>> I fixed the first issue - negative material indices are now resolved to
>>>>>>>> the default material.
>>>>>>>>
>>>>>>>> What I get is this:
>>>>>>>>
>>>>>>>> http://www.greentoken.de/privat/fbx2.png
>>>>>>>>
>>>>>>>> Does that look right? I'm asking because I can't get Autodesk FBX
>>>>>>>> Converter to show something meaningful for this scene.
>>>>>>>>
>>>>>>>> The geometry is a bit strange, but not so strange that I would be sure
>>>>>>>> that it was not intended as such.
>>>>>>>>
>>>>>>>> Would be great if you could spare the time for another try! (you will
>>>>>>>> need to svn update on bratwurst and rebuild)
>>>>>>>>
>>>>>>>> Bye, Alex
>>>>>>>>
>>>>>>>> On 8/10/2012 4:19 PM, Alexander Gessler wrote:
>>>>>>>>> Hi Benny,
>>>>>>>>>
>>>>>>>>> thanks for posting the file.
>>>>>>>>>
>>>>>>>>> I can confirm its an issue with the importer.
>>>>>>>>>
>>>>>>>>> The file specifies negative material indices (which I didn't see
>>>>>>>>> before in any fbx file I've encountered so far).
>>>>>>>>>
>>>>>>>>> The message assimp dies with is:
>>>>>>>>>
>>>>>>>>> "FBX-DOM: encountered negative integer index" (+ line, column number)
>>>>>>>>>
>>>>>>>>> Running on Windows, I do actually see that error message show up in
>>>>>>>>> Blender, too - strange. Are you sure it doesn't show up? Maybe you can
>>>>>>>>> grep for the exact text?
>>>>>>>>>
>>>>>>>>> Will fix the issue.
>>>>>>>>>
>>>>>>>>>> And still no debug output. Can you imagine how frustrating this
>>>>>>>>>> is?
>>>>>>>>>
>>>>>>>>> Sure - but this is WIP, not a feature for productive use yet :-/ You
>>>>>>>>> will need to give it some months to become mature.
>>>>>>>>>
>>>>>>>>> Bye, Alex
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 8/10/2012 3:35 PM, Benjamin Dahl - post at bennyd.de wrote:
>>>>>>>>>> Hi Alex,
>>>>>>>>>>
>>>>>>>>>> yes I'm quite sure I build with fbx and assimp support since it
>>>>>>>>>> shows up in the menu (see screenshot)
>>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-08-10%20um%2015.03.12.png
>>>>>>>>>>
>>>>>>>>>>  and I doublechecked it before building. This is the part from my
>>>>>>>>>> scons user-config.py
>>>>>>>>>>
>>>>>>>>>> # note: WITH_BF_FBX==True needs WITH_BF_ASSIMP to be enabled as
>>>>>>>>>> well WITH_BF_ASSIMP = True WITH_BF_FBX = True
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> … and I also checked, if it works with fbx files previously
>>>>>>>>>> converted to 2013 ascii format. It doesn't.
>>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Bildschirmfoto%202012-08-10%20um%2015.18.16.png
>>>>>>>>>>
>>>>>>>>>>  And still no debug output. Can you imagine how frustrating this
>>>>>>>>>> is?
>>>>>>>>>>
>>>>>>>>>> Can you check, if this is an issue with my file?
>>>>>>>>>> https://dl.dropbox.com/u/1944337/Betatest/Raum_1_Final_benny1_2013ascii.fbx
>>>>>>>>>>
>>>>>>>>>>  The fbx-file is rather simple and for testing purpose only so far.
>>>>>>>>>> In the Future I have to work together with someone who is using
>>>>>>>>>> cinema4d for architecture visualizations and we have bad
>>>>>>>>>> experiences with the collada exchange between cinema4d and
>>>>>>>>>> blender. So we're hoping the fbx-bridge will do it better then.
>>>>>>>>>>
>>>>>>>>>> bye Benny
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Am 10.08.12 12:52 schrieb Alexander Gessler:
>>>>>>>>>>> Hi Benny,
>>>>>>>>>>>
>>>>>>>>>>> you need to convert all your fbx files to 2013 _text_ (ascii)
>>>>>>>>>>> format first (using FBX Converter!).
>>>>>>>>>>>
>>>>>>>>>>> Are you sure you have built with WITH_ASSIMP and WITH_FBX?
>>>>>>>>>>>
>>>>>>>>>>> Normally you should get a whole bunch of logging errors because
>>>>>>>>>>> I'm basically piping assimp's entire logging into Blender.
>>>>>>>>>>>
>>>>>>>>>>> Hope that helps.
>>>>>>>>>>>
>>>>>>>>>>> Bye, Alex
>>>>>>>>>>>
>>>>>>>>>>> On 8/10/2012 12:52 PM, Benjamin Dahl - post at bennyd.de wrote:
>>>>>>>>>>>> Hello,
>>>>>>>>>>>>
>>>>>>>>>>>> After getting the blender bratwurst build with fbx import to
>>>>>>>>>>>> run on my ubuntu machine yesterday, I was so happy because I
>>>>>>>>>>>> thought, I can start to test the importer now. Apperently this
>>>>>>>>>>>> has been a delusion. Trying to import either my own fbx files
>>>>>>>>>>>> or the samples from the autodesk fbx-converter didn't work at
>>>>>>>>>>>> all. Nothing was imported and as a result I had this error in
>>>>>>>>>>>> the »info window« in blender:
>>>>>>>>>>>>
>>>>>>>>>>>> »Errors found during importing. Please see console for error
>>>>>>>>>>>> log.«
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> Since I launched blender from command line, I thought errors
>>>>>>>>>>>> must be found there. But they aren't.
>>>>>>>>>>>>
>>>>>>>>>>>> So I compiled the whole thing again now with the BF_Debug
>>>>>>>>>>>> option enabled, but no error log appears when trying to import
>>>>>>>>>>>> fbx-files.
>>>>>>>>>>>>
>>>>>>>>>>>> Then I started blender again with gdb ./blender but even there
>>>>>>>>>>>> are no more error messages.
>>>>>>>>>>>>
>>>>>>>>>>>> Last thing I tried, was starting blender from command line with
>>>>>>>>>>>>  --debug-all option but I got so many messages that I tried to
>>>>>>>>>>>> filter that with grep or wrote them into a error.log file like
>>>>>>>>>>>> this
>>>>>>>>>>>>
>>>>>>>>>>>> ./blender --debug-all | grep fbx ./blender --debug-all >
>>>>>>>>>>>> error.log
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> No Output there.
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> It's completely frustrating, that I managed to compile the
>>>>>>>>>>>> whole stuff and testing fails at the early beginning now,
>>>>>>>>>>>> because nothing is imported
>>>>>>>>>>>>
>>>>>>>>>>>> Every help is appreciated. There's nothing more I'd love to
>>>>>>>>>>>> have than a blender binary build with fbx-import enabled.
>>>>>>>>>>>>
>>>>>>>>>>>> cheers
>>>>>>>>>>>>
>>>>>>>>>>>> Benny
>>>>>>>>>>>>
>>>>>>>>>>>> -- Dipl.-Des. Benjamin Dahl Finowstraße 9 10247 Berlin Germany
>>>>>>>>>>>>
>>>>>>>>>>>> Phone: +49 (30) 83217244 (Berlin) Mobile: +49 (176) 21300553
>>>>>>>>>>>>
>>>>>>>>>>>> Email: post at bennyd.de Web: http://www.bennyd.de/
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> _______________________________________________ Soc-2012-dev
>>>>>>>>>>>> mailing list Soc-2012-dev at blender.org
>>>>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev
>>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> _______________________________________________ Soc-2012-dev
>>>>>>>>>> mailing list Soc-2012-dev at blender.org
>>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> Soc-2012-dev mailing list
>>>>>>>>> Soc-2012-dev at blender.org
>>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev
>>>>>>>>>
>>>>>>>>
>>>>>>>> _______________________________________________
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>>>>>>>> Soc-2012-dev at blender.org
>>>>>>>> http://lists.blender.org/mailman/listinfo/soc-2012-dev
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>
>>>
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-- 
Dipl.-Des. Benjamin Dahl
Finowstraße 9
10247 Berlin
Germany

Phone: +49 (30) 83217244 (Berlin)
       +49 (3643) 251130 (Weimar)
Mobile: +49 (176) 21300553

Email:  post at bennyd.de
Web:    http://www.bennyd.de/


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