by user 224464722878005248
by user 224464722878005248
The normals that are already in the geometry are not smooth, is that intended?
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)
Thank you very much
So it was because of the smooth ?
by user 224464722878005248
I changed import settings in Unity to āBlendshape 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
by user 224464722878005248
I have the same error
by user 224464722878005248
And I used āBlendshape Normals: Calculateā to be sure that is calculate but no effect
by user 224464722878005248
by user 224464722878005248
it works fine on blender I donāt understand why the normals break
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
Iām still not sure which bug you mean my animation above looks correct in Unity too
You donāt see the problem ? The top doesnāt reflect anything like a sphere
by user 224464722878005248
I see that but I donāt understand yet how you reach that state
My steps are:
- Import your FBX in Unity
- In the importer, make sure āBlend shape normalsā is set to āCalculateā
- Done, looks correct in the web and in glTF exports