{"action":"created","issue":{"url":"https://api.github.com/repos/godotengine/godot/issues/19195","repository_url":"https://api.github.com/repos/godotengine/godot","labels_url":"https://api.github.com/repos/godotengine/godot/issues/19195/labels{/name}","comments_url":"https://api.github.com/repos/godotengine/godot/issues/19195/comments","events_url":"https://api.github.com/repos/godotengine/godot/issues/19195/events","html_url":"https://github.com/godotengine/godot/issues/19195","id":326790760,"node_id":"MDU6SXNzdWUzMjY3OTA3NjA=","number":19195,"title":"Importing from Collada file with shape keys creates a horror game 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Please search existing issues for potential duplicates before filing yours:\r\nhttps://github.com/godotengine/godot/issues?q=is%3Aissue\r\n-->\r\n\r\n**Godot version:**\r\n`master` / 430d84769\r\n\r\n**OS/device including version:**\r\n_Manjaro Linux 17.1_\r\n\r\n**Issue description:**\r\nIf I import a Collada(*.dae) file which was created with Godot's Better Collada addon, it will create an instant horror game ready asset when it contains shape keys:\r\n\r\n * https://youtu.be/xrBl6goVQW4\r\n\r\nWhen viewed inside the editor:\r\n![unidentified creature](https://user-images.githubusercontent.com/2367032/40582972-2bc81942-61bf-11e8-954f-9952d6c2362d.png)\r\n\r\nAssuming from its physiology, it seems that the creature is of a different species that I found in #16994.\r\n\r\n**Steps to reproduce:**\r\nThe source material which reproduces the issue is available from the below link, but because of godotengine/collada-exporter#41, you'll need to delete most of the shape keys to avoid a freeze when you export it:\r\n\r\n * https://github.com/mysticfall/AlleyCat/blob/master/Design/Blender/Characters/Human/Female/Body.blend\r\n\r\nI checked _'Shape Keys`_ when I export it from Blender, and imported it to Godot with saving meshes separately / no animation settings."},"comment":{"url":"https://api.github.com/repos/godotengine/godot/issues/comments/441393078","html_url":"https://github.com/godotengine/godot/issues/19195#issuecomment-441393078","issue_url":"https://api.github.com/repos/godotengine/godot/issues/19195","id":441393078,"node_id":"MDEyOklzc3VlQ29tbWVudDQ0MTM5MzA3OA==","user":{"login":"glaforte","id":2227491,"node_id":"MDQ6VXNlcjIyMjc0OTE=","avatar_url":"https://avatars3.githubusercontent.com/u/2227491?v=4","gravatar_id":"","url":"https://api.github.com/users/glaforte","html_url":"https://github.com/glaforte","followers_url":"https://api.github.com/users/glaforte/followers","following_url":"https://api.github.com/users/glaforte/following{/other_user}","gists_url":"https://api.github.com/users/glaforte/gists{/gist_id}","starred_url":"https://api.github.com/users/glaforte/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/glaforte/subscriptions","organizations_url":"https://api.github.com/users/glaforte/orgs","repos_url":"https://api.github.com/users/glaforte/repos","events_url":"https://api.github.com/users/glaforte/events{/privacy}","received_events_url":"https://api.github.com/users/glaforte/received_events","type":"User","site_admin":false},"created_at":"2018-11-24T20:18:53Z","updated_at":"2018-11-24T20:18:53Z","author_association":"CONTRIBUTOR","body":"The head mesh is not visible because its base mesh is discarded during the import process.\r\nIt is discarded because its morph targets have differing vertex counts after their import.\r\nThe COLLADA document is coherent, though.\r\nThe different vertex counts in the morph targets come from the Godot COLLADA importer.\r\nThe Godot COLLADA importer calls 'SurfaceTool::generate_tangents' for all the morph target meshes.\r\nThis function does a lot more than generate tangents, it also matches identical vertices, greatly reducing the total vertex count.\r\n\r\nUnfortunately, some of the head's vertices degenerate in only one/some morph targets.\r\nThe 'SurfaceTool::generate_tangents' function therefore optimizes the morph target meshes differently.\r\nI tracked it down to the 'mikktspace' library, where the function 'MergeVertsFast' uses the position/normal/tex-coord values to match vertices.\r\n\r\nIn the past, to fix this kind of issues, I used the indices of the COLLADA polygons to generate the unique vertices, rather than the values. That does not optimize as much, but it keeps the morph target support intact. I'm not keen on making this change within a third-party library and I'm a bit too deep for having just started contributing to this project.\r\n\r\nWhat I can do to finish helping on this issue is to create a new, simpler asset to reproduce the issue..."}}
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