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Create a base blend shape and a new blend shape (Key1)
In the Key1 blend shape, move all separated faces away from one another
Export to godot, confirm it looks correct
Triangulate the faces
In edit mode, Mesh > Split > Faces By Edges
Move the individual triangles away from one another
Export to godot, see that the tris are not properly separated
Minimal reproduction project:
The cube on the right is not triangulated and looks correct.
The cube on the left is triangulated -- note that in godot it maintains a shared edge between triangles that should be split.
I just tried GLTF, and it also gets it wrong, but in a different way. In GLTF, the cube on the left looks wrong with the shapekey at 0 and right with the shapekey at 1. Now I'm unsure if this is a problem with the exporter or with Godot ...
OS:
Linux 5.10.7-arch1-1
Godot version:
3.2.2.stable.custom_build.3a752ee86
Blender version:
Blender 2.91.0
build hash: b50598bc78c7
Issue description:
Mesh > Split > Faces By Edges
Mesh > Split > Faces By Edges
Minimal reproduction project:
The cube on the right is not triangulated and looks correct.
The cube on the left is triangulated -- note that in godot it maintains a shared edge between triangles that should be split.
example.zip
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