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Incorrect blend shape on mesh that is triangulated with split faces #391
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That's a problem with the glTF exporter. Godot looks correct; it matches when reimporting the glTF file into Blender or using a web viewer. |
I just pushed a fix on blender side. |
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OS:
Linux 5.10.7-arch1-1
Godot version:
3.2.2.stable.custom_build.3a752ee86
Blender version:
Blender 2.91.0
build hash: b50598bc78c7
Issue description:
Mesh > Split > Faces By Edges
Mesh > Split > Faces By Edges
Minimal reproduction project:
The cube on the right is not triangulated and looks correct.
The cube on the left is triangulated -- note that in godot it maintains a shared edge between triangles that should be split.
example.zip
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