Disable normal and tangent gathering.
It's always junk. I'm not sure they're ever exported. We can explore this in greater detail another time.
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@ -566,6 +566,7 @@ private:
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positions.push_back(shapePoints[pointIx] - meshPoints[pointIx]);
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}
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#if 0 // I've never seen anything but zero normals and tangents come out of this. Revisit later.
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// maybe fetch normals
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if (meshNormals) {
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FbxLayerElementArrayTemplate<FbxVector4>* fbxNormals = nullptr;
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@ -585,7 +586,7 @@ private:
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}
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}
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}
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#endif
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// finally combine all this into a TargetShape and add it to our work-in-progress BlendChannel
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shape.targetShapes.push_back(
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BlendChannel::TargetShape(fullWeights[targetShapeIx], positions, normals, tangents)
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