Closed Pherakki closed 3 years ago
This is an import issue. The file format stores a VBO that presumably gets directly uploaded to the GPU via OpenGL. That means that any vertices connected to faces with hard shading are split into multiple vertices in the VBO. If this is naively imported to Blender, this results in lots of disconnected faces which snap between smooth and hard shading during animation when auto-smooth is turned on. The solution is to merge vertices at the same position whilst preserving all faces attached to those vertices.
This solution seems to work, and this issue will be closed after the commits are pushed and merged into master.
Smooth shading is broken when the models animate. If Blender recalculates the normals, they are totally wrong - probably a geometry issue?
Cause unknown.