Hi,
I am trying to drive multiple blendshapes in Unity. It seems to be having problems with normal calculations. I have scoured the internet for a fix, and can’t seem to find one. I have tried every normal setting under the model tab on import settings. I have tried every different export out of maya as fbx from version to check boxes. I have tried adding more edges, I have tried way to many things. Setting it to legacy and Calculate doesn’t fix the issue. If anyone has a solution for this it would be amazing. It is noted somewhere that this was fixed in the latest version, but I am trying 2019.2.6f right now and it still isn’t fixed. This is a really big headache. Any help would be appreciated.
I wonder how extreme is it? I also had animated eyes, but maybe it wasn’t bending too much. Is the error only at 0-100 positions or inbetween? If so, maybe it’s just caused by linearly interpolating normals, where something like quaternions would be more appropriate?
I encountered the same problem. My model contains more blendshapes. There is no problem when only one blendshape is changed. If multiple blendshapes are changed,the normal is unusual,black spots will appear.It is OK in maya.Hope for help, thanks!
I encountered the same problem. My model contains more blendshapes. There is no problem when only one blendshape is changed. If multiple blendshapes are changed,the normal is unusual,black spots will appear.It is OK in maya.Hope for help, thanks!
Can confirm that this issue, is still a huge problem. every single import setting combination has not solved it for me. Shading artifacts on even minor corrective shapes, not just facial expressions.
after four years, and its still not solved… the one in the middle is only with blendshapes, its looks right, and the one on the leftside is the one with skinning with head bones… the one the right is unlock normal version… no luck, same results as the left one, hard surface on the teeth and tougue…