Using and animating characters with morph targets without glitches?

@Bronislaw666
Remeber the discussion we had about floating point precision for mesh verticies and weight paint on the engine?
it doesn’t matter how clean it is in blender.
the mesh is first triangulated on import, and subsequenlty the weighpaint is normalized so some accuracy is bound to be lost.

And no, I’m on the regular engine. So it is likely that my meshes are even more distorted on import then yours are.

Also, my experiments were all done using movable light as my base level animates the time of day as well.
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the strangest thing is that there seems to be no way to disable self shadowing on a skeletal mesh. At least, from the movable directional light side of things.
I suppose I could force it to light with a skylight via light channels, but thats not really the same thing…

BTW. recomputing tangent on the hair makes it not glow ! :slight_smile:
Dynamic Inset takes care of resolving the rest.
Example shots:


And Dynamic inset on the head.

The hair material has a custom tangent output as well, so for whatever reason my settings had not ported over from the previews model.