I’m hoping this is something simple we’re missing in max. We’re using morph targets to stretch a model, but when we do the texture applied on the top is also being stretched.
That generally the texture seems to tile as the width of the object increases. Is there something we’re missing in the babylon export from 3ds max? Or some way to morph the uvs so that it is included in the morph?
Sorry if this is obvious, I’m a dev just trying to understand the problem!
EDIT: It looks like in the thread I linked the user has exported from blender, we’re wondering if it works differently in blender maybe?