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sdfgeoff avatar sdfgeoff commented on May 24, 2024

When I looked at the images, my immediate thought was "it looks like a triangulation problem. Did he use quads for the sides?" But upon opening the blend file, I see it has what looks like a mesh made only from triangles. BUT for some reason, the mesh changes when I triangulate it again (ctrl+t). And if I save the triangulated mesh as escn, then it exports correctly.

In edit mode, face select, I see this:
singleface
Which shows that the whole side of the mesh is a single quad that is significantly non-planar, and I can delete the two edges that "define" the sides and the side faces still exist.

So in the end it is a case of a "bad" model where you have a quad that isn't flat. The difference between the collada exporter and the escn exporter is just which way they triangulate that quad.

The solution: press ctrl+t to triangulate the mesh.

Thanks for reporting the issue. The fact that it exports correctly from collada and not from the escn did make it highly likely it was a bug.

from godot-blender-exporter.

rcorre avatar rcorre commented on May 24, 2024

Thanks for the rapid response, and for taking the time to investigate and explain! Seems like I have a lot to learn :)

from godot-blender-exporter.

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