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Creating a trimesh static body from a mesh with blend shapes does not take blend shapes into account #40292

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Tracked by #63198
Astavie opened this issue Jul 11, 2020 · 1 comment

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@Astavie
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Astavie commented Jul 11, 2020

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:
image

But this is the collision shape:
Screenshot from 2020-07-11 19-22-42

Little project:
Open res://level/lvl1.tscn for the mesh

snowball.zip

@peculiarnewbie
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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?

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