geometry.computeVextexNormals() no effects

morphForOmnimus_-_Copie.fbx

by user 224464722878005248

morphForOmnimus_-_Copie.blend

by user 224464722878005248

The normals that are already in the geometry are not smooth, is that intended?
image.png

On the sphere blendshape they are smooth (minus maybe the singularities at the top and bottom)

here would be a classical glTF animation - if you open this in any glTF viewer the normals should blend nicely (from faceted like above on the torus to smooth on the sphere)
morphForOmnimus.glb

Thank you very much
So it was because of the smooth ?

by user 224464722878005248

I changed import settings in Unity to ā€œBlendshape Normals: Calculateā€, nothing more, they were not in the FBX
Let me know if that helps!

Oooh great
I test that and I let you know :grin:

by user 224464722878005248

by user 224464722878005248

I have the same error :confused:

by user 224464722878005248

And I used ā€œBlendshape Normals: Calculateā€ to be sure that is calculate but no effect :confused:

by user 224464722878005248

exampleMorph.gif

by user 224464722878005248

by user 224464722878005248

by user 224464722878005248

it works fine on blender I don’t understand why the normals break

by user 224464722878005248

It’s visible on unity too :c

by user 224464722878005248

I found a solution by using a real sphere and make it disappear progressively in same time than using my morphing
But if we could found a solution to this bug for future project It could be usefull

by user 224464722878005248

I’m still not sure which bug you mean :slightly_smiling_face: my animation above looks correct in Unity too

You don’t see the problem ? The top doesn’t reflect anything like a sphere

by user 224464722878005248

I see that but I don’t understand yet how you reach that state
My steps are:

  • Import your FBX in Unity
  • In the importer, make sure ā€œBlend shape normalsā€ is set to ā€œCalculateā€
  • Done, looks correct in the web and in glTF exports