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Duplicate

Votes

0

Found in

2017.4.0f1

2018.3.0a1

2019.1.0a1

2019.2.0a1

2019.3.0a1

Issue ID

1155782

Regression

No

[Blendshapes] Mesh of fbx gets deformed during its animation when fbx is imported into Unity

Mesh

-

Steps to reproduce:
1. Open attached project "GorwingOrYounging.zip"
2. Open and Play "MyScene"
3. In the bottom-right corner see the slider, and slide it to the right
4. In GameView see how a model on the right is deformed

Expected result: Model on the right looks same as a model on the left
Actual result: Model is slightly deformed

Reproducible: 2017.4.29f1, 2018.4.2f1, 2019.1.6f1, 2019.2.0b5, 2019.3.0a5

  1. Resolution Note:

    The imported FBX models does not have normals for the blendshapes. This causes the FBX importer to calculate normals. Similar to the case here: https://issuetracker.unity3d.com/issues/artifacts-are-produced-when-using-multiple-imported-blend-shape-normals

    These normals are calculated based on the vertex positions when the blendshape is applied fully. This does not take into account the deformation caused by the skinning. Instead the target normals for the blendshape should be based on the skinned pose + blendshape.

    Unity does not support recalculation of normals after deformation. At least not without doing SkinnedMeshRenderer.BakeMesh(). Please make a feature request on the product board if you think this a feature Unity should have:

    https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/452-didn-t-find-what-you-were-looking-for

    There will be a core graphics board in the future to list items that affect core graphics (like this).

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