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add TODO for investigating blendshape normals discrepancies
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com.unity.formats.fbx/Tests/FbxTests/ModelExporterTest.cs

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@@ -561,6 +561,7 @@ private string ExportSkinnedMesh(string fileToExport, out SkinnedMeshRenderer or
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importer.meshCompression = ModelImporterMeshCompression.Off;
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// If either blendshape normals are imported or weldVertices is turned off (or both),
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// the vertex count between the original and exported meshes does not match.
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// TODO (UT-3410): investigate why the original and exported blendshape normals split the vertices differently.
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importer.importBlendShapeNormals = ModelImporterNormals.None;
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importer.weldVertices = true;
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#else
@@ -569,6 +570,7 @@ private string ExportSkinnedMesh(string fileToExport, out SkinnedMeshRenderer or
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importer.meshCompression = ModelImporterMeshCompression.Off;
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// If either blendshape normals are imported or weldVertices is turned off (or both),
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// the vertex count between the original and exported meshes does not match.
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// TODO (UT-3410): investigate why the original and exported blendshape normals split the vertices differently.
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importer.importBlendShapeNormals = ModelImporterNormals.None;
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importer.weldVertices = true;
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#endif // UNITY_2019_1_OR_NEWER

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