godotengine / godot-blender-exporter

Addon for Blender to directly export to a Godot Scene
GNU General Public License v2.0
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Rigged mesh with Subsurf modifier and blend shapes creates deformed output #173

Closed mysticfall closed 5 years ago

mysticfall commented 5 years ago

OS: Manjaro Linux 18.0.3

Godot version: master / 8b231b96

Blender version: Blender : 2.8 beta / 84820e Exporter : blender2.8 / a14b44d

Issue description: When I export a rigged mesh with a Subsurf modifier and blend shapes, it creates a deformed output as shown in the below screenshot: 화면 저장_20190309_112623

And as it's not allowed to actually apply a generative modifier to a mesh with blendshapes (this however had worked before, with the modifier being ignored with a warning), I tried to apply it using a script. But even when it successfully subdivided the mesh and removed the modifier, the exported output still got deformed in the same way as before.

Jason0214 commented 5 years ago

yeah, it is weird that after apply the subdivision modifier the blendshape still not working, it should. I understand subdivision is very important in modeling, this issue needs to be solved. Thank you for bring it up

Jason0214 commented 5 years ago

I tested shape key with subdivision modifier on blender2.8 branch, it works fine now. Maybe you can give a try?

Feel free to reopen :)