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DAE import with blend shapes is broken #12618
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I'm having the same problem, a workaround seems to be to manually triangulate the mesh before exporting it. |
Can you still reproduce it in the current master branch? |
It's still reproductible with the current master. According to the first line, workaround seems effectively to be to manually triangulate the mesh before exporting it." Console :
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Not critical for the upcoming 3.0 release, so moving to the next milestone. A fix can still be cherry-picked for 3.0.x maintenance releases once available in the master branch. |
I just got this same error on a glTF import with recent godot:
Looking at the code there, I think if p_shape is 0 and there are no blend_values, it should just do nothing instead of giving an error, as in my XXX comment below:
There's no necessity to give an error in that case, IMHO. |
I have the same problem. If I delete the shape-keys and reimport, that works. Hope this gets a fix soon. Thanks |
Downloaded a model from blendswap and exported it with better collada, it appeared different in godot then in blender. After some googling about an import error in the godot console came across a thread that mentioned normalizing the model manually before exporting. Pressed Control+T to manually normalize the model. There where a couple modifications that needed to be made to the model afterwards but it resolved the issue of the model looking different in godot. |
Actually, I remember forcing triangulation in the DAE exporter when blend shapes were used because otherwise this is impossible to do. This is probably an issue with BetterCollada, not Godot and should be opened there (as in, Force triangulation of meshes that use blend shapes). |
Arch Linux, Godot 3 Alpha 2
When importing a DAE with blend shapes the mesh is not visible.
In Alpha 1 the same DAE can be imported succesfully and blend shapes work!
I attached a zip with the DAE file and the material for the mesh.
stage-floor.zip
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