Search Issue Tracker
Not Reproducible
Votes
0
Found in
2018.3.9f1
Issue ID
1139192
Regression
Yes
Creating mesh assets produces broken blendshapes
How to reproduce:
1. load the SampleScene
2. look at the face in the scene
3. move the smile blend shape up and down
4. notice the broken normals
5. find the fbx under assets/faces
6. expand the blendshapeTest_n face asset
7. right click on the mesh_body subasset
8. select 'generate mesh with fixed normals'
9. see a new asset is produced
10. select the face in the scene
11. drag this fixed mesh asset onto face's mesh reference in the skinned mesh renderer
12. change the smile blend shape value
13. see that the blend shape is corrupted
Result: Blend shape is corrupted
Expected: Blend shape should work
14. save the scene
15. right click on assets and select 'reimport all'
16. wait for editor to restart
17. select the face in the scene
18. change the smile blendshape value
19. see that the blendshape now works correctly
Result: mesh blend shapes saved in this script are broken without a complete library re-import
Expected result: the mesh blendshapes should not require a complete re-import
First reproduced in 2018.3.9f1
Not reproducible in 2018.3.8f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Add comment