Morph target vertices were being saved as an array of vec3s, which were not uploading properly to GPU at runtime.
@@ -446,7 +446,7 @@ def blend_shapes(mesh, options):
morph = []
for d in key_blocks[key].data:
co = d.co
- morph.append([co.x, co.y, co.z])
+ morph.extend([co.x, co.y, co.z])
manifest.append({
constants.NAME: key,
constants.VERTICES: morph