Vertex Normals problems

Hi, there are two planes on the video (on the left - morph animations, on the right - a joint animations (only translate)) when animated with a joint, then the normals do not change, can I fix this?

https://www.youtube.com/watch?v=tjWp6HOP3bQ
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Thats expected, normals do only change through joint rotation (at least thats how almost every game engine handles it).

there is no possibility recompute normals? (in real time)
or cost too high?

It is possible to do in realtime (I know I have seen something where it was used for better facial animation, but I can’t find it right now), it’s certainly a lot more expensive than the simplified calculation unreal uses though whether it’s worth the time investment and performance cost is difficult to say.

some solution)))

Enable support compute skincache (restart the editor)

In skeletal mesh asset, tick recompute tangents

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