Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0a6
2018.3.14f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1151150
Regression
No
Missing warning messages when Blend Shape Normals is set to import
How to reproduce:
1. Open user-submitted project (BlendshapeNormalsBug_2018_3_5)
2. Reimport CH_PepperPotts_Hmd.fbx (in the Assets folder)
Expected: 334 warnings with "Blendshape 'X' on mesh 'PP_Dress_Geo' has no normals. Recalculating normals." in the console
Actual: No warnings are logged in the console.
3. Change the following import settings on "CH_PepperPotts_Hmd.fbx"
- Set Normals to Calculate
- Set Blend Shape Normal to import
4. Apply / Reimport after settings were changed.
Observe: 334 warnings with "Blendshape 'X' on mesh 'PP_Dress_Geo' has no normals. Recalculating normals." in the console
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on DynamicHeapAllocator::CreateTLSFBlock when opening a specific project
- Scene flickers when using Mesh Output with SpriteLit Shader in 2D project
- “Cache Management” text is misaligned in Preferences > Package Manager
- [macOS] network permission shows the name of previously closed app when different app requests network access
- Delta value returned by mouse movementsMonitor is different when changing Screen Resolution
Resolution Note:
The observed artifacts are a result of wrong normals on the blendshape. Both Normals and Blend Shape Normals are set to Import. If there are no normals present for Blend Shapes, the FBX SDK will generate them. The method used for this is slightly different that the method used for normal calculation on the base mesh. As a result of this the delta's for the blendshape normals do not result in (0, 0, 0). The non-zero delta causes the artifacts which become more visible as more blend shapes are added.
To resolve the artifacts either set both import options for 'Normals' and 'Blend Shape Normals' to 'Calculate'. Or make sure that normals (generated using the same method as the base mesh) are present for the blend shapes inside the FBX.
Unfortunately, we cannot detect and notify the user when no normals are present for blend shapes in the FBX.