Assimp FBX Model Loading & Skinning Animation

Assimp version issues, bone stretching bugs, and Blender export settings when implementing FBX skinning animation

Current status: Implementing in a simple project structure first, then porting to the team engine.

Version Issues

The bone count was way too high, so I tested by switching Assimp versions:

Latest version (v143)

Latest version - 67 bones

v140

v140 - 2 bones

This is from checking a single mesh. The latest version reports 67 bones, while the older version correctly shows 2.

Skinning Animation — Head and Arms Stretching Bug

Skinning animation works, but the head and arms stretch out way too long.

Head/arms stretching

After debugging for a while, I found that the bones in the FBX file were sticking out above the head.

I experimented in Blender and confirmed that when vertex positions are slightly above the bones on the Y axis, the arms and hands stretch. Since my animation causes stretching, the bones must be slightly offset downward.

Checking bone positions in Blender

Model Lying Down After Blender Export

Check the Y Up option in the export settings.

Blender export settings

If the model is still lying down, try changing Y Up to something else, export, then switch back to Y Up and export again. That fixed it.

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