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Smoothing groups and morph target "corruption" - vertices left behind when morphing

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    Smoothing groups and morph target "corruption" - vertices left behind when morphing

    Moving this post from another section of the forum, as I think it might be a bug (not intending to spam, just making sure that it is reported and seen)...

    I'm having a strange issue with smoothing groups and morph targets. Basically what happens is that if I auto-smooth the polygon faces of my object at something like 1, the blend between the different morph targets is screwed up. It's as if some vertices are left behind (all the vertices are weighted at full weight on the single bone in the skin modifier). If I auto-smooth my object using a value of let's say 45, it's much better (but still not perfect, sometimes some vertices are left behind during the blend and create holes in the mesh). The morphs work perfectly in 3ds max, the issue only appears in UDK.

    Here's some screenshots of a sphere with a single morph target illustrating the issue:

    Smoothing groups - Auto Smooth at 45

    [shot]http://snag.gy/ZSBzV.jpg[/shot]

    Morph Result

    [shot]http://snag.gy/7BUpe.jpg[/shot]


    Smoothing groups - Auto Smooth at 1

    [shot]http://snag.gy/YyUN0.jpg[/shot]

    Morph Result

    [shot]http://snag.gy/9GSdJ.jpg[/shot]

    Does anyone knows what's going on and if I am doing something wrong? I'd be curious to know if someone is able to replicate this.

    Any help would be greatly appreciated, I have run out of idea at the moment and I don't understand what's causing the issue.

    Thanks,
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