Script which exports meshes also affects certain meshes #122058
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Reference: blender/blender#122058
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System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 552.12
Blender Version
Broken: version: version: 4.1.1, branch: blender-v4.1-release, commit date: 2024-04-15 15:11, hash:
e1743a0317bc
Worked: (newest version of Blender that worked as expected)
Short description of error
Exact steps for others to reproduce the error
Export the model to GLB.
For me, this happens with the regular glTF exporter as well, no?
Just getting this straight: this has nothing to do with your particular script, does it?
Oh, yes you are correct. I just assumed it was the script since I modified that. Updated the bug report now, and I have more examples if needed, turns out.
OK, to be precise, could you report this https://github.com/KhronosGroup/glTF-Blender-IO/issues/ then? (this is usually where GLTF stuff is handled).
You can also use the
Report a Bug
in the Addons / Extension.Will close this already since this is not for the
blender/blender
repository.Will already raise awareness to @JulienDuroure though
@lichtwerk This is not something related to glTF exporter.
The mesh is not valid, so exporter can't guarantee how it will be exported, and glTF exporter has no impact on how Blender will manage the geometry when calling object.data.validate()
Ah, OK (should have checked, sorry).
@RobertS : how was this mesh created? Importer? Script? Blender modeling tools?
It was made in Blender. Here's the "original" mesh, which doesn't deform on export. The only difference is that I used snapping to straighten it out, and possibly also baked some vertex attributes (been a few years so I can't remember exactly... invalid mesh comes from a 2022 file, while the valid mesh comes from a 2021 file).
Can't fathom why that process could produce something "invalid" (and why Blender doesn't say this in a noticeable way when it happens).