Hi!
I tried to overcome the limitation of morph targets numbers. But I couldn’t disable the morph targets in vertex shader when morph targets animation play. I looked at the materialHelper :
`
public static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any) {
var manager = (<Mesh>mesh).morphTargetManager;
if (manager) {
defines["MORPHTARGETS_UV"] = manager.supportsUVs && defines["UV1"];
defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
} else {
defines["MORPHTARGETS_UV"] = false;
defines["MORPHTARGETS_TANGENT"] = false;
defines["MORPHTARGETS_NORMAL"] = false;
defines["MORPHTARGETS"] = false;
defines["NUM_MORPH_INFLUENCERS"] = 0;
}
}
`
It seems that only two way to disable morph target. One is removing the morphtTargetManger from the mesh.Another is keeping mananger.numInfluencers zero. But I need to keep both the influencers and manager alive.
And is there any other way to keep the morphTargets disbled?
So is it possible to add ‘enableMorphTarget’ property to the MorphTargetManager class? As far as I know, Three.js MeshStandardMaterial has morphTargets property that controls whether morph target takes effect. Thanks a lot:slightly_smiling_face: