Asset Importer doesn’t keep Scale anymore

It has been a couple of days that the Import 3D does not keep anymore Scale correctly when importing an asset.
This has been tested with and without Beta Features enabled, in Team Create and non Team Create sessions and in both Windows and Mac OS.

Attached a test file modeled in CM in Maya and the Maya export settings.






test_cubes.fbx (30.5 KB)

We have tested that with newly exported assets and assets already exported that have been successfully imported in the right position and scale previosuly.
We cannot import anymore in the right position assets on maps already built.

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We have performed ulterior retrocompatibility test and we noticed a scale factor change of 5.6

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Hey, really sorry about this. There was an internal misunderstanding and the units the importer uses were changed to reflect the more recent meter to stud scale ratio (see here) instead of the 20:1 ratio that the importer has recently used.

This was a well intentioned changed, but was unfortunately miscommunicated, it should not have been enabled without at least an announcement, but more preferably some way to set both the old and new scaling factors.

We have rolled back the change for now. Apologies for the disruption it caused. Thank you for creating the report and making us aware of this!

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Just to point out something, the distruption now is in all the places we have built after you pushed the build. We are now scaling down everything by 1/5.6

It’s a tremendous effort and waste of time to reupload all the assets and set up all the instances

Yes, we understand how disruptive this can be which is why we reverted the change as soon as we found out.

We will be rolling out the option to use the new scale factors along with the classic ones in the future without changing the value of any saved presets.

Again, sorry for the disruption

Is this build that reverted the change currently out? Our place that was once working fine now suffers from the same importer bug. Should we just wait until the change goes live?

The rollback should be live to all users. I just tested on my end, exporting the default Blender cube (which is 2x2x2 in Blender).

Blender’s FBX export has a 100x scale factor when imported into Roblox, so as expected, in Roblox, using the Stud scale I get a dimension of (200,200,200).

Withe the classic definition of a meter being 20:1, CM should be 0.2:1. Which means that with the CM scale one would expect to see (40,40,40) which is what I get:

image

Please let me know if you are seeing different results, or if I misunderstood the issue!

The importer is still broken. Importing a mesh that I had imported before in the same game gives me different results at CM than it did before. The right six foot (1.8m) man was imported 2+ weeks ago. The left one was just imported. This is on version 0.687.0.6870815

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Same happened to me. The left one is correct according to the legacy importer.

All the items that you have imported in the last month (or so, I don’t know when they actually made the change) needs to be scaled down to 0,178571

Try to apply this scale to the left and you’ll get the same result. You need to do this until they don’t add the flag for legacy or new measurement system

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For clarity, the importer was using a scale of 1 stud to 28 cm from June 9th through August 12th, so meshes imported during that time which used Scale would be affected. As @itsFrank17 mentioned, we’ll be rolling out an option to use the new scale factors in the future.

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Thanks for this post, and the corrected scale factor

Had no idea about this change, was seriously tempted to revert studio versions just to get the old scaling back. Pretty insane a change like this was made without an announcement.

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