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OS/device including version:
Windows 10 Pro v.2004 / Inspiron 7373 Core i7-8550U / Intel(R) UHD Graphics 620
Issue description:
Normals are incorrect when applying a blendshape to a skinned mesh. This is a glTF imported model. I tried to compare to an fbx file to see if it was an import issue, but the blendshapes don't seem to affect the normals at all on fbx imported models.
Steps to reproduce:
Open attached project and observe the normals when applying the blendshape
This happens with glTF. It does not happen with fbx, but fbx has the error of not adjusting the normals at all when a blendshape is applied. I have not tried with the new fbx importer that I think is in beta now in 2.3.4 and I have not tried with Collada since the Better Collade exporter for blender doesn't seem to be kept up to date any more.
I can reproduce this on 3.5.beta 11d40d7 (Linux, NVIDIA GeForce GTX 1080):
GLES3
GLES2
In both rendering backends, enabling Flags > Ensure Correct Normals in the SpatialMaterial does not resolve the issue. It does change the normals' appearance a bit, but it doesn't fix them.
Godot version:
3.2.3.Stable
OS/device including version:
Windows 10 Pro v.2004 / Inspiron 7373 Core i7-8550U / Intel(R) UHD Graphics 620
Issue description:
Normals are incorrect when applying a blendshape to a skinned mesh. This is a glTF imported model. I tried to compare to an fbx file to see if it was an import issue, but the blendshapes don't seem to affect the normals at all on fbx imported models.
Steps to reproduce:
Open attached project and observe the normals when applying the blendshape
Minimal reproduction project:
glTF_blendshape_normal.zip
EDIT: I added details about this being a glTF model in description
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