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ModelImporter.importBlendShapeNormals read wrong values when BlendShapeNormals are the same with Mesh Normal

Asset Importers


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

  1. Response avatar

    Resolution Note:

    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.

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