Search Issue Tracker
Duplicate
Votes
0
Found in
2018.3.0f2
Issue ID
1113404
Regression
No
ModelImporter.importBlendShapeNormals read wrong values when BlendShapeNormals are the same with Mesh Normal
Steps to reproduce:
1. Open user OC attached project
2. Make sure that both .fbx files have "Blend Shape Normals" option set to "Import"
3. Select the ASS_CHA_FACE_10010000_MESH child of the modifed (blendshape normals were manually tweaked from 0 to 0.01 in the .fbx file) TestBody1_ok game object
4. Observe that skinned mesh changes correctly when sliding through the blendshape values
5. Now select ASS_CHA_FACE_10010000_MESH of the TestBody2_bad game object
6. Observe that blendnormal is recalculated
Expected result: blendshape normals should not be recalculated
Reproduced in: 2019.1.0a13, 2018.3.0f2, 2018.3.0b1
-
Resolution Note (2019.2.X):
A new checkbox in the import settings has been implemented which allows the user to switch between legacy and current way to calculate normal. (Note that the legacy mode doesn't expose the Blendshape normals settings). Also, if not using the legacy mode, a bug that was causing the blendshapes normals to be calculated even though the "None" option was selected, is now fixed. By selecting "None", the blendshapes will take the same normals as the master object.
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
- Animator state transition preview clips are flickering when zooming in
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
This is a duplicate of issue #1123265