Normal problem when using Morph Target
I'm trying to use morph target, to morph an hexagon into a cube. The problem is the resulting normal. In blender each vertex has 1 normal / face and I exported using Face smoothing group. I want to keep the hard edge, i tried many way to import but it's never the way I supposed it should be.
when importing the mesh: if I import normal from mesh, the normal are ok, the mesh looks not smooth, but when changing the weight, the normal are not updated or in a bad way. And the edge in the middle of the cube is visible.
if I use the unreal normal computation I loose the hard edge, and have some back artifact.
I spent so many hours trying to figure what's going on...
the mesh i'm using: https://github.com/Hekiat/Hekiat.github.io/blob/master/tmp/Tile_Test.fbx
thank you very much for any idea or response :)
asked Jul 10 '19 at 05:06 PM in Bug Reports
So after hours of research I figured out. That it's a known bug that won't be fixed:
for more details i found this thread: https://answers.unrealengine.com/questions/280561/morph-messing-with-smooth-groups.html or here: https://answers.unrealengine.com/questions/456613/%E3%83%A2%E3%83%BC%E3%83%95%E3%82%A3%E3%83%B3%E3%82%AF%E6%99%82%E3%81%AB%E3%83%A2%E3%83%BC%E3%83%95%E3%82%BF%E3%83%BC%E3%82%B1%E3%83%83%E3%83%88%E3%81%AE%E6%B3%95%E7%B7%9A%E3%81%8B%E9%81%A9%E5%BF%9C%E3%81%95%E3%82%8C%E3%81%AA%E3%81%84.html#answer-463657
So if you want to have this kind of sharp edge you will need to change your geometry.
I hope it can help.
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