Open hybridherbst opened 1 year ago
Most ShapeKeys of this model have some blend VertexGroup. This is not implemented in glTF exporter (yet). This is a duplicate of #747
Deleting of VertexGroup blend will lead to same behavior in Blender than you got after export:
I see, thank you! Do you have an idea on when you may get to that, seeing that the other issue is from 2019?
In case it helps, I recently found this very helpful way of retrieving the actual result state of a mesh from Blender:
# From https://blenderartists.org/t/alternative-to-bpy-ops-object-convert-target-mesh-command/1177790/3
def mesh_eval_to_mesh(context, obj):
deg = context.evaluated_depsgraph_get()
eval_mesh = obj.evaluated_get(deg).data.copy()
new_obj = bpy.data.objects.new(obj.name + "_collapsed", eval_mesh)
for o in context.selected_objects:
o.select_set(False)
new_obj.matrix_world = obj.matrix_world
new_obj.select_set(True)
context.view_layer.objects.active = new_obj
return new_obj
Describe the bug While playing with some of the files available on https://studio.blender.org/films/charge/, I noticed that the shape keys for the Einar rig are not exported correctly to glTF.
To Reproduce Steps to reproduce the behavior:
Expected behavior While it's expected that materials and shaders break, I would expect the shapekey animation to look correct.
https://github.com/KhronosGroup/glTF-Blender-IO/assets/2693840/1df1512d-3068-443f-bd76-ffd9739dcbb8
Screenshots If applicable, add screenshots to help explain your problem.
.blend file/ .gltf See above
Version
Additional context Have used ShapeKey export just fine in the past so I think there may be another issue at play here.