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Importing from Collada file with shape keys creates a horror game asset #19195
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Possibly relevant: #12618 |
In my case, I have the same warning message mentioned in #12618, but not the error. I tested again with triangulation applied to the mesh by different methods, and applying triangulation to all faces didn't make any change while using a modifier produced the 'out of size' error. I could eliminate the warning by checking the triangulation option from the exporter panel, but it just broke the mesh in a different way (as probably mentioned by another issue: godotengine/collada-exporter#69). |
I took the Blender file from the link, exported it with the current version of the "Godot's Better Collada" add-on for Blender. I imported it in Godot 3.1 alpha 2. I got the following state: This is a difficult issue because of the size of the model! Since the 'current state' of the issue is different than the reporter's, I'll build the old revision marked above - try to reproduce the issue there. Also, I'll investigate why the head mesh is partially visible on the current 'master' branch of Godot. |
I built the revision 430d847 of Godot and reproduced the 'current state' of the issue. I checked the 'Godot's Better Collada' add-on code: there's been no relevant changes since May 2018. I checked the reporter's git-hub and the linked Blender file did change in September 2018, so that safely explains the difference between the 'reported state' and the 'current state'. |
The head mesh is not visible because its base mesh is discarded during the import process. Unfortunately, some of the head's vertices degenerate in only one/some morph targets. In the Head mesh, the 'Expressions_eyeClosedPressureL_max' morph target has 3169 vertices for its third surface, while the 'Expressions_eyeClosedPressureL_min' morph target has 3168 vertices for its third surface. |
@glaforte I don't have much to add to this issue, since I now use Blender exporter and the problem doesn't exist any more. But I'm pretty sure there would be people who need to use blend shapes with COLLADA and I know how difficult to track down this type of issues. I just wanted to say thanks to you hard work so, thanks and hope you to get to the bottom of the problem soon! 👍 |
@mysticfall Thanks for encouragement! I'll review my assumptions and assertions, this morning. I think there might be something that escapes me still :) |
Filed godotengine/collada-exporter#93 with an export bug in the Godot's Better Collada'. Working around this bug, now. |
When checking the export option for the "tangent arrays" export option in Godot's Better Collada' export, in Blender, the issue does not occur. |
Wrote a fix that removes the 'de-index' and 're-index' steps in the 'SurfaceTool::generate_tangents' function. The callbacks for the 'mikktspace' library are capable of working with the indexed data.. |
Godot version:
master
/ 430d847OS/device including version:
Manjaro Linux 17.1
Issue description:
If I import a Collada(*.dae) file which was created with Godot's Better Collada addon, it will create an instant horror game ready asset when it contains shape keys:
When viewed inside the editor:
Assuming from its physiology, it seems that the creature is of a different species that I found in #16994.
Steps to reproduce:
The source material which reproduces the issue is available from the below link, but because of godotengine/collada-exporter#41, you'll need to delete most of the shape keys to avoid a freeze when you export it:
I checked 'Shape Keys` when I export it from Blender, and imported it to Godot with saving meshes separately / no animation settings.
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