Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

"Triangulate" option of Better Collada Exporter not compatible with "Shape-Keys" (morph) animations. #1312

Closed
SuperUserNameMan opened this issue Jan 29, 2015 · 4 comments

Comments

@SuperUserNameMan
Copy link
Contributor

Hi,

With recent custom build.

The "Triangulate" option of the Better Collada Exporter is not really compatible with "Shape-Keys" (morph) animations.

If the "shape-key" animated mesh contains polygons other than triangles, and if it is exported with "triangulate" option set to ON, then, once imported into Godot, the vertices of each morph targets won't match. (I tried with a simple deformed cube)

If you re-export it with "triangulate" to OFF, then, Godot will warn you about "Primitive polygon not well supported (concave shape may fail)".

The only workaround i've found is to triangulate the mesh using a modifier into Blender, just before creating the Shape-keys.

@akien-mga
Copy link
Member

@ndee85 @slapin As you have some experience with Blender and the BCE, can you check if the above is still valid, and/or give ideas on what should be improved?

@bojidar-bg
Copy link
Contributor

Pretty bump... Also, shouldn't this be moved to better-collada repo?

@Jubjub
Copy link

Jubjub commented Nov 9, 2017

I can confirm this, unless the mesh is triangulated from Blender itself, shapekeys will mess it up on godot.

@akien-mga
Copy link
Member

Moved to godotengine/collada-exporter#69.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants