to_mesh(..., True, calc_undeformed=True) calculates deformed anyway since de491ab
#59162
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Reference: blender/blender#59162
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System Information
Operating system: Windows 10 x64
Graphics card: GTX 970
Blender Version
Broken: 2.80
de491abf99
(found via git bisect)Worked: 2.80
38ef3d6b91
Short description of error
Due to
to_mesh(..., True, calc_undeformed=True)
always calculating with deformed, exports of meshes with modifiers + armatures are broken as pictured when apply modifiers option is used.Exact steps for others to reproduce the error
alternatively
C.selected_objects- [x].to_mesh(C.depsgraph, True, calc_undeformed=True)
in py consolehotdog.blend
Added subscriber: @ColbyKlein
Thing is, FBX export never uses calc_undeformed option when generating temp mesh…
And this is actually expected behavior.
FBX does disable Armature modifiers when generating its export mesh, otherwise we'd get double armature effect (as shown in your example). But since 2.8 we currently only have access to a viewport depsgraph, code was not relevant anymore (ideally, we want to export Render quality modifiers, but not possible currently, so we have to disable Armature modifiers for both render and viewport).
Fix for that is trivial and incoming, I believe there is no bug actually here, just misunderstanding of what 'calc_undeformed
option does: it generates extra coordinates for every vertex, available in the
undeformed_co` member of each vertex.OK, that's not at all the behavior I expected but if it is indeed on purpose and setting rest position myself when exporting is how it is supposed to be done, then the bug instead is that FBX (now fixed), Collada etc are all using the API wrong and so was I.
Thanks for your time.
Changed status from 'Open' to: 'Archived'