godot-blender-exporter
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Blender object with negative scale
Blender automatically flips the normals of objects with negative scale. Godot doesn't, resulting in a difference in appearance between blender and godot that is hard to find the source of the problem. This can be handled two ways:
- Only positive scales supported
- If an object has a scale, export it with an inverted mesh (May result in otherwise identical objects not being able to share a mesh).
I think it should be fine to leave this as a "keep your scales positive" so long as a warning is raised when an object with negative scale is present.
I'd like to work on this, also does anyone have a preference which approach to solving it? I'm leaning towards the "negative scale not supported" warning , but I've never had any reason to use negative scale, so I can't really tell if it's important.
@xphlawlessx I think printing a warning message will do. In the message, you can mention the Apply Scale Blender action which resets the object's scale to (1, 1, 1)
without affecting its physical appearance.
I was speaking to my team's artist about this , who uses blender more than I do, and he showed that if you apply the scale to a negative scaled object in blender the normals all get inverted which I believe is the issue here... Maybe better just excluding them from the export and warning the user.
On Thu, 8 Oct 2020, 8:40 pm Hugo Locurcio, [email protected] wrote:
@xphlawlessx https://github.com/xphlawlessx I think printing an error message will do. In the message, you can mention the Apply Scale Blender action which resets the object's scale to (1, 1, 1) without affecting its physical appearance.
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