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revert removing blendshape normals option
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@ -113,7 +113,8 @@ namespace UniGLTF
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var usePosition = blendShapeVertices != null && blendShapeVertices.Length > 0;
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var blendShapeNormals = mesh.normals;
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var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length && !exportOnlyBlendShapePosition;
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var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length;
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// var useNormal = usePosition && blendShapeNormals != null && blendShapeNormals.Length == blendShapeVertices.Length && !exportOnlyBlendShapePosition;
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var blendShapeTangents = mesh.tangents.Select(y => (Vector3)y).ToArray();
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//var useTangent = usePosition && blendShapeTangents != null && blendShapeTangents.Length == blendShapeVertices.Length;
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@ -450,7 +450,7 @@ namespace UniGLTF
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{
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mesh.AddBlendShapeFrame(blendShape.Name, FRAME_WEIGHT,
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blendShape.Positions.ToArray(),
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(meshContext.normals != null && meshContext.normals.Length == mesh.vertexCount && blendShape.Normals.Count() == blendShape.Positions.Count()) ? blendShape.Normals.ToArray() : null,
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(meshContext.normals != null && meshContext.normals.Length == mesh.vertexCount) ? blendShape.Normals.ToArray() : null,
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null
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);
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}
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