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Changing Blendshapes of Skinned Mesh Renderer breaks the texture when using specific Import Settings

Graphics - General


How to reproduce:
1. Open "SampleScene" in the attached "" project
2. Make sure that Import setting > Model > "Normals" and "Blend Shape Normals" are set to "Import" on the "Head.fbx"
3. Press on the "Head" GameObject in the Scene
4. Drag "Mouse_perplex1" slider all the way to the left
5. Drag "Eye_Smile2" slider all the way to the right
6. Observe the "Head" GameObject in the Scene View

Expected behavior: The Blendshape changes and does not break
Actual Behavior: The Blendshape changes but also breaks (introduces weird colors)

Reproducible with: 2018.3.5f1, 2019.1.0b2, 2019.2.0a4

Note: Could not reproduce with 2017.4 stream, as there is no "Blend Shape Normals" setting (this setting was introduced in 2018.3.0a6).

  1. Response avatar

    Resolution Note (fix version ):

    The MeshImporter settings has the Normal & BlendShape Normal set to "Import", so the mesh will use the normal / blend shape normal exported from 3D software. So user need to go back to the 3D software to fix the normals and import again.

Comments (1)

  1. 917f68adbb0c40c91bdd0401a87f3f32?d=mm


    Feb 14, 2019 08:32

    I see. Problem of 3D software ....
    The behavior before "Blend Shape Normals" is introduced is the result I want.
    In that case, is it right to choose "None" instead of "Import"?

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