
I've made a first basic implementation based on Godot 3.2 for my 8f9674f Then we can simply export the low-poly mesh from Blender or other modeling software, apply the subdivision in Godot and get smooth animated meshes: Level 0ĭescribe how your proposal will work, with code, pseudocode, mockups, and/or diagrams:

It's and industry standard, open source and high performance: We can use OpenSubdiv to help with this process. This problem can be solved by generating a subdivision mesh in Godot, and interpolate extra vertices after the skinning process to keep surfaces smooth. The solution is to apply the subdivision modifier after the skinning in Godot, but this is not possible at the moment because all we have is the final subdivided mesh.ĭescribe the feature / enhancement and how it helps to overcome the problem or limitation: Godot applies skinning on all vertices from the high-poly model based on the average weights calculated during export, but these weights don't produce a smooth surface when bending.Export from Blender applies the modifier and generate new vertices with bone weights averaged from the base vertices.( note: expected results are generated from my work in progress integration of OpenSubdiv) Expected result This produces perfectly smooth models in Blender, but once they are exported into Godot, some glitches appear during animation: We're using Subdivision Surface Modifier in Blender when creating our models because it allows modelling and animating low-poly models. Describe the problem or limitation you are having in your project:
