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
Some original meshes and materials are designed to work with morph targets in game. This can cause confusing rendering issues in game if the user exports a model without shape keys in Blender.
The text was updated successfully, but these errors were encountered:
Was wondering if you had any updates to share on this particular issue (not that I mean to rush you, just curious because I saw that you recently fixed a similar issue with exporting models without shape keys).
The exporting issue that was fixed is related to how shape key data is stored in the wimdo file. This issue is related to the shaders and vertex attributes being different to enable shape key rendering in game. I don't plan on prioritizing this unless it causes hard crashes in game. The shape key data in the wimdo file also hasn't been researched much yet.
Ah I see. In the meantime, I think I've found a workaround that suits my purposes. Seems like as long as you add unedited shape keys to the new mesh (whose assigned material was designed to work with morph targets) and name them the same as those in the original mesh, you can avoid the rendering issues in-game. Not sure if this is a perfect solution, or if it'll work with every model, but I figured it was worth mentioning.
Some original meshes and materials are designed to work with morph targets in game. This can cause confusing rendering issues in game if the user exports a model without shape keys in Blender.
The text was updated successfully, but these errors were encountered: