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Blenshapes: ignore normals because they're wrong because of maya exporting wrong normals

lviguier 1 month ago
parent
commit
7126336c12
1 changed files with 2 additions and 2 deletions
  1. 2 2
      h3d/prim/Blendshape.hx

+ 2 - 2
h3d/prim/Blendshape.hx

@@ -109,8 +109,8 @@ class Blendshape {
 					var offsetInput = 0;
 					for (input in shapes[sIdx].vertexFormat.getInputs()) {
 						for (sizeIdx in 0...input.type.getSize()) {
-							// if (input.name == "normal")
-							// 	continue;
+							if (input.name == "normal")
+								continue;
 
 							var original = originalBytes.getFloat(affectedVId * vertexFormat.stride + inputMapping[sIdx][input.name] + sizeIdx << 2);
 							var offset = sp.vertexBytes.getFloat(offsetIdx * shapes[sIdx].vertexFormat.stride + offsetInput + sizeIdx << 2);