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  1. Hi guys, I want to bump this topic since nobody answered it yet. I tried to implement matrix interpolation, which led to the problem described here: http://www.html5gamedevs.com/topic/12023-blender-animations-inverting-mesh-normals/ The interpolation itself worked, but we got some weird inverted normals in some models. Since blender exporter only exports key matrices, we can't interpolate these animations. This means we have to create as many keyframes as the frames per second in babylon.js. An animation with 3 keyframes has to be blown up to 60 keyframes if the framerate equals 60 fps. I don't know which operation in my code led to inverted normals, I encountered a strange exported scaling from the Blender exporter as I described in the other thread. Deltakosh was right when he wrote, the animations without interpolations worked. But my question regarding the negative scaling at z axis is still unanswered. Do we know anyone who knows the Blender exporter and could tell us where the -1 z scaling comes from? Maybe I'm wrong in my interpretation of this value, though. Could someone with deeper knowledge of matrices clarify this? :-) Looking forward to hear from you guys. For reference My original thread regarding this issue: http://www.html5gamedevs.com/topic/11753-issues-with-babylonjs-blender-exporter/ My assumption regarding matrix interpolation and the scale values:
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