Add an FPS field in the gltf/glb import setting
Hi everyone, I don't know if this has been posted before and this is the first time I write here.
I think it would be a good idea to add the option to select the FPS of my animation in the glTF/glb importer. I didn't know that the fps of my imported animation was set by the fps of my scene, I find it counterintuitive to first change the fps of my scene to then import my animation with the correct fps.
There is no information about this in the documentation either, maybe should be added how it works.
For example, I was importing and animation that was made using 30 fps (I didn't know) and the default value of the scene in blender is 24fps reducing the frames of the animations I try to import until I understand how it worked.
Thanks and sorry if this is not the correct place to post this.
2 Comments
I just did a test with a simple 1s animation made at 120fps, importing it in a scene with a different frame rate results in the keyframes positions being scaled to adapt to the target frame rate, so the animation and all the keyframes are preserved without any data loss, it's simply adapted to your current framerate without you having to do it manually.
Whereas the FBX import would just change your scene's fps to whatever your animation is in the fbx file, meaning you have to manually adapt the animation data afterward if you want to use multiple sources with multiple framerates.
I'd say each importer should have the option to do either of these. Because if you want to work on an animation as it is for external use (I.E. for a game engine), the FBX importer approach sounds more adapted. But when you import multiple animations in a scene and want to use them simultaneously without having to deal with different source frame rates, then the gLTF importer's solution is better.
Thanks for the explanation!
That’s exactly my case.I’m converting some old FBX animations for backup. They were made in Maya and don’t work correctly in Blender. So, I’m using Unity to export them as GLTF/GLB and have had good compatibility, except for this issue.
That would be great, I don't know if gltf saves the original fps, but if it does it could be a check that lets you choose if you want to use the origianl or adapt the animation to the scene in blender. Don't know if FBX could work this way too