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Shape keys UV-morph

We are using shape keys ALOT in webGL with the use of glTF. It proved to be EXTREMELY valuable when creating 3D-product configurators for web.

Unfortunately Blender does not offer the abilty to morph UVs along with the vertex positions.

As we are using BabylonJS, we have the workaround to create the morphTargets at runtime. Unfortunately this makes the shape key feature in Blender completely obsolete.

At the moment we are creating a minimal dimension version and a maximum dimension version of the same product. Both versions have proper UVs for undistorted textures. The meshes are exported to glTF -> loaded in BabylonJS -> combined to morph target (shape keys). Export to glTF again -> use in configurator.

This comes with crucial disadvantages:

  • Oraganization in Blender is very hard because of huge amounts of versions of the same product
  • We programmed a tool to do the combining and export of the meshes -> Needs to be maintained constantly
  • The glTF export of Blender splits vertices sometimes a bit different from mesh to mesh. Especially when there is complex edge shading. This is completely unpredictable and if there is a just even one more split vertex the morph target can't be created due to different vertex count

THIS WOULD BE HUGE! Please upvote :)

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Development Status: Open

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davidfenk
10 Jan 2025

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