You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is a tracker for issues with the Blend shapes implementation in Godot. Blend shapes are also called Shape keys (in Blender) or Morph Targets.
I'm the terror that flaps through the issues! I'm the fly in your released soup. I'm your bad conscience that wakes you at 3am!
I'M the issue tracker!
- a certain duck
Common Workarounds if you have issues
There are two everlasting issues with blendshape meshes and shared instances or mesh resource threaded loading in Godot 3.x so might be one of the two.
a) blend shape values are not (re)set properly when the mesh joins the scene, happens constantly with threading, result is that mesh explodes. You can try to (hard)reset all blend values to e.g. 0.0 in a script and see if this solves the issue.
b) mesh is shared with other instances and not made unique / local to scene. This is not a bug just how Godot rolls with blend shapes. As soon as two instances have different blend values corruption sets in. You can try to duplicate / local_to_scene the mesh for each instance and see if this solves the issue.
(source)
All sightings are in GLES3, except documented otherwise.
NOTE: I also listed already closed issues, but only if they are cherry-picked for 3.4.x from 3.5 (which not released at the time of writing). There are several closed issues with milestone 3.4 not listed here.
General
related/duplicate issues due to sharing the same underlying mesh resource
Commenting here so I don't forget to update documentation later. In 3.x blendshapes could include position, normal, tangents, colors, uvs, and uv2s. In 4.0 blendshapes only apply to position, normal, and tangents.
This is a tracker for issues with the Blend shapes implementation in Godot. Blend shapes are also called Shape keys (in Blender) or Morph Targets.
Common Workarounds if you have issues
Backlink to the tracker tracker. https://github.com/orgs/godotengine/projects/58/views/3
Godot 4.x
Work on Blend shapes in Godot 4
Godot 3.x
All sightings are in GLES3, except documented otherwise.
General
on 3.2.3.stable /win10 version 2004 /nvidia 1070
(source) and Godot 3.5.rc8 and Godot 4 Alpha 13 for both Ubuntu; nvidia and Windows 10; nvidiaModels with blend shape are not rendered correctly
(mainly on Android, but also sightings on Desktop with Ubuntu 20.04 using Godot 3.2.stable (source)HTML
Skinned meshes with blendshapes do not render on Android
(mainly on Android, but also sightings in HTML (source))Android
macOS
iPhone
very, very strange
Fixed in Godot 4.x, but still an issue in Godot 3.x
Documentation Issues
AnimationTree
is enabled, animations with a blend amount of0
will always be updated byAnimationTree
#75179By default, glTF exports non-deforming bones for some reason. Exporting only deforming bones resolved this issue
(source)Enhanced Collada Exporter
Related Proposals
SurfaceTool.create_from_blend_shape()
(Expose more surface tools and add create_from_blend_shape. #26355)The text was updated successfully, but these errors were encountered: