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Oct 12, 2023 at 3:17 vote accept bonypoy
Oct 3, 2023 at 15:59 answer added Nathan timeline score: 3
Oct 3, 2023 at 15:51 comment added Nathan @RobinBetts The modifier has a built-in face flip as part of it; face orientation is independent of custom normals. As the custom normal reaches 90 degrees off base, the face flips.
Oct 3, 2023 at 6:37 comment added Robin Betts Hello, @Nathan .. I have to say, I don't understand this behaviour, either. If I set 'Directional' and 'Parallel', Face-Corner Normals all point the right way. So far, so good. But the face-interpolated Vertex-Normals behave inconsistently.. those with no component in the direction of the target don't move at all. Those with a negative <1 component flip, the ones with a positive <1 component don't move. Personally, I can't reverse-engineer an explanation of this which makes sense. Can you? imgur.com/a/DGeQa5K
Oct 3, 2023 at 6:21 review Close votes
Oct 3, 2023 at 6:50
Oct 3, 2023 at 5:59 comment added Chris pls provide blend file so we now what you have done and can check it out. thx.
Oct 3, 2023 at 0:54 history edited bonypoy CC BY-SA 4.0
added 204 characters in body
Oct 3, 2023 at 0:42 comment added bonypoy Ill have to try the data transfer, the normal edit works but only forces about half of the vertex normals towards the target.
Oct 3, 2023 at 0:38 comment added Nathan What do you mean, normal edit modifier doesn't work on vertex normals? That's exactly what it works on. Alternative method would be data transfer modifer to get normals (for constant, straight-up normals, target a plane.)
Oct 3, 2023 at 0:29 history asked bonypoy CC BY-SA 4.0