Incorrect blend shape on mesh that is triangulated with split faces
OS:
Linux 5.10.7-arch1-1
Godot version:
3.2.2.stable.custom_build.3a752ee86
Blender version:
Blender 2.91.0 build hash: b50598bc78c7
Issue description:
- Create a cube
- In edit mode,
Mesh > Split > Faces By Edges - Create a base blend shape and a new blend shape (Key1)
- In the Key1 blend shape, move all separated faces away from one another
- Export to godot, confirm it looks correct
- Triangulate the faces
- In edit mode,
Mesh > Split > Faces By Edges - Move the individual triangles away from one another
- Export to godot, see that the tris are not properly separated
Minimal reproduction project:
The cube on the right is not triangulated and looks correct. The cube on the left is triangulated -- note that in godot it maintains a shared edge between triangles that should be split.
I just tried GLTF, and it also gets it wrong, but in a different way. In GLTF, the cube on the left looks wrong with the shapekey at 0 and right with the shapekey at 1. Now I'm unsure if this is a problem with the exporter or with Godot ...

Now I'm unsure if this is a problem with the exporter or with Godot ...
That's a problem with the glTF exporter. Godot looks correct; it matches when reimporting the glTF file into Blender or using a web viewer.
I just pushed a fix on blender side. You should be able to test with next build (from April 18th): https://builder.blender.org/download/