**System Information**
Windows 10, NVidia GTX 980M
**Blender Version**
Broken: 2.76b - 2015-11-03 10:56
Also tested in 2.75
When there are multiple animated cameras in a scene after exporting first one camera, then a different camera as FBXs, with 'Selected Objects' checked the second export file has the animation for the first camera transformed by the transformation of the second camera at the current frame. Bastard child export does have the correct name for the originally exported object.
Background: Trying to export camera tracks generated from tracking footage from Blender to Unreal Engine 4. Trying to use constraints to map blender coordinates to UE4 coordinates so lots of trial and error creating different cameras. Have tried with every setting I can to try and get it to behave. No luck
**Exact steps for others to reproduce the error**
# Set attached 'Blank.blend' as startup file..
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# Start blender
# Go to frame 1
# Create new camera
# Zero position / rotation of new camera
# 'Insert Keyframes' for rotation
# Go to frame 200
# Set X rotation to 180 (Keyframe recording should be on)
# File -> Export -> FBX
# Tick 'Selected Objects'
# Export as '180X.fbx'
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# Create a new camera
# Zero Position and Rotation X+Z.
# Set Rotation Y to 90
# 'Insert Keyframes' for rotation
# Go to frame 1
# Zero Rotation Y (Keyframe recording should be on)
# File -> Export -> FBX
# 'Selected Objects' still checked
# Export as '90Y.fbx'
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# Open new blender window
# File -> Import -> FBX
# Select '90Y.fbx'
# Camera.001 should appear, pointing straight down
# Scrub through timeline - Camera rotates 180 degrees around the X axis
For extra credit:
# Save original blender window (with 2 cameras) as '180X-90Y.blend'
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# Close original blender window
# Open new blender window and load '180X-90Y.blend'
# Scrub to frame 115
# Camera.001 should be selected and Y should be 55.642
# File -> Export -> FBX
# 'Selected Objects' checked
# Export as '90Y-Frame115.fbx'
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# New blender / second blender from before
# File -> Import -> FBX
# Import 90Y-Frame115.fbx
# Camera.001 appears with Rotation Y of 55.642
# Scrub through timeline
# Rotation Y stays at 55.642
# Rotation X interpolates between 0 and 180
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