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Issue description:
When you have a model imported with blend shapes, and you create a trimesh static body from it, it ignores the blend shape settings you have provided and creates the static body as if all keys were 0.
So this is my model:
But this is the collision shape:
Little project:
Open res://level/lvl1.tscn for the mesh
now that we can bake mesh from blend shapes mix (#76725), there's now a workaround to do this by replacing the collision shape with the baked array mesh. However, should godot support doing this directly instead? Perhaps with an optional parameters on the create_collision functions on mesh_instance_3d?
Godot version:
3.2.2
OS/device including version:
Linux Mint 20
OpenGL ES 3.0 Renderer: GeForce 940MX/PCIe/SSE2
Issue description:
When you have a model imported with blend shapes, and you create a trimesh static body from it, it ignores the blend shape settings you have provided and creates the static body as if all keys were 0.
So this is my model:
But this is the collision shape:
Little project:
Open
res://level/lvl1.tscn
for the meshsnowball.zip
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