2007.10.14, 05:20 AM
Title: Vertex normals corrupt when a new pose is added.
Description:
Adding a new pose to a model within the Animator causes the normals attached to a bone to skew towards an unknown point. This causes the lighting to be wrong when the model is loaded into the engine.
Steps:
1. Start a new model in the Animator.
2. Import a mesh from a wavefront object and verify the normals are correct.
3. Add a couple bones.
4. Select some of the mesh's vertices.
5. Set the selected vertices to a bone.
6. Add a new pose.
7. Observe the normals.
Result:
The normals of the vertices set to a bone will become corrupted.
Expected:
The vertex normals will be tweened along with the vertexes during animation and posing.
Video:
http://home.comcast.net/~joshua.dolan/bu...al-Bug.swf
Repro rate:
100% (4 / 4 attempts tonight)
System:
MacBook (1st gen) 2.0ghz CoreDuo. 2gb RAM. 160gb HD.
10.4.10 with Dim3 2.2 Release.
Description:
Adding a new pose to a model within the Animator causes the normals attached to a bone to skew towards an unknown point. This causes the lighting to be wrong when the model is loaded into the engine.
Steps:
1. Start a new model in the Animator.
2. Import a mesh from a wavefront object and verify the normals are correct.
3. Add a couple bones.
4. Select some of the mesh's vertices.
5. Set the selected vertices to a bone.
6. Add a new pose.
7. Observe the normals.
Result:
The normals of the vertices set to a bone will become corrupted.
Expected:
The vertex normals will be tweened along with the vertexes during animation and posing.
Video:
http://home.comcast.net/~joshua.dolan/bu...al-Bug.swf
Repro rate:
100% (4 / 4 attempts tonight)
System:
MacBook (1st gen) 2.0ghz CoreDuo. 2gb RAM. 160gb HD.
10.4.10 with Dim3 2.2 Release.
