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[FBX 2015.1] Uninitialized user data names on import

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danteallegria
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[FBX 2015.1] Uninitialized user data names on import

Hi,

 

I think I've found a bug when using FBX 2015.1 (Windows, VS2012) SDK, when I try to import an .fbx file that contains user data, the names returned are uninitialized memory.

 

To narrow this down, I could easily reproduce my problem using the attached .fbx file and by adding some code to the ImportScene FBX sample that comes with the SDK.  When I run the sample in debug mode, I get output that looks like this (where (garbage) is uninitialized memory):

 

Mesh Name: box
    User Data
        Layer 0, Array 0:
            Data Name: (garbage)
            Data Type: Float
        Layer 0, Array 1:
            Data Name: (garbage)

            Data Type: Float
        Layer 0, Array 2:
            Data Name:
            Data Type: Float
        Layer 0, Array 3:
            Data Name: (garbage)
            Data Type: Float
        Layer 0, Array 4:
            Data Name: P_3
            Data Type: Float

Here's the simple method that I added to the ImportScene example:

 

// Call this from ImportScene's DisplayMesh()
// method in DisplayMesh.cxx
void DisplayUserData(FbxMesh* pMesh) { DisplayString(" User Data"); for (int i = 0, nlayers = pMesh->GetLayerCount(); i < nlayers; ++i) { FbxLayer *layer = pMesh->GetLayer(i); if (!layer) continue; FbxLayerElementUserData *user = layer->GetUserData(); if (!user) continue; for (int j = 0, narray = user->GetDirectArrayCount(); j < narray; ++j) { FBXSDK_printf(" Layer %d, Array %d:\n", i, j); FBXSDK_printf(" Data Name: %s\n", user->GetDataName(j)); FBXSDK_printf(" Data Type: %s\n", user->GetDataType(j).GetName()); } } }

 

Any help appreciated!

 

Thanks!

 

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