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Importing a gltf file without tangents in the editor with Ensure Tangents unchecked will fail for all meshes containing blend shapes with the following error log:
Blend shape format must match the main array format for Vertex, Normal and Tangent arrays.
scene/resources/mesh.cpp:1802 - Condition "err != OK" is true.
scene/resources/mesh.cpp:1923 - Index p_idx = -1 is out of bounds (surfaces.size() = 0).
scene/resources/mesh.cpp:1943 - Index p_idx = -1 is out of bounds (surfaces.size() = 0).
servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp:891 - Index p_shape = 0 is out of bounds ((int)mi->blend_weights.size() = 0).
The same thing happens at runtime. Since there is no option to enable Ensure Tangents for runtime that I can find, this is not possible to workaround for runtime import.
4.2 imported models have broken normals #85406
I filed this issue since it is easy to reproduce and leads to a missing mesh during import, but maybe solving those issues will also address this one.
Steps to reproduce
Open the attached project.
Clear the console and reimport Godette_vrm_v4.glb - this will produce errors.
Open sample_scene.tscn and notice the models are all missing faces.
Click play to run the project. This will run load_at_runtime_scene.tscn which loads a gltf at runtime. this is also missing the face and produces errors in the Debugger -> Errors tab.
Optional: enable "Ensure Tangents" in the import dock and notice that the glb files now contain a face in the editor. This does not solve the runtime case.
Tested versions
System information
Godot v4.2.beta6 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3090 (NVIDIA; 31.0.15.3713) - Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 Threads)
Issue description
Importing a gltf file without tangents in the editor with Ensure Tangents unchecked will fail for all meshes containing blend shapes with the following error log:
The same thing happens at runtime. Since there is no option to enable Ensure Tangents for runtime that I can find, this is not possible to workaround for runtime import.
The issue affects the https://github.com/V-Sekai/godot-vrm/ project, however it happens with these models in the builtin gltf importer.
issues may be related:
I filed this issue since it is easy to reproduce and leads to a missing mesh during import, but maybe solving those issues will also address this one.
Steps to reproduce
load_at_runtime_scene.tscn
which loads a gltf at runtime. this is also missing the face and produces errors in the Debugger -> Errors tab.Minimal reproduction project (MRP)
MeshTangents.zip
Adding an additional MRP from a companion issue #85960: https://github.com/godotengine/godot/files/13623984/resource_loader_test.zip
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