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I’ve downloaded a very simple eyeball with a jpeg texture, and when appending to a file I am unable to apply the correction rotation. When I apply, the eyeball flips exactly 180 degrees. Thus I am unable to use it in any eye socket of a character. Interestingly, it flips 180 degrees on either the x or z axis to the exact same position (whereas the rotation is really only on the x axis). I can apply scale and location, but not rotation.

File is linked please help. I’m sure it’s so simple. thank you single eye file

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  • $\begingroup$ why do you want to apply the rotation? $\endgroup$ – Chris Mar 25 at 15:07
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    $\begingroup$ Hello :). Could you please add your node setup? For those who can't download the file. $\endgroup$ – Jachym Michal Mar 25 at 15:22
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It has to do with your Texture Coordinate and Image Texture settings, choose the UV output socket instead of Generated and choose Flat instead of Sphere. Choosing Generated makes the pupil come back to front when you apply the rotation, which is not what you want:

enter image description here

Or you can put a Mapping node between these 2 nodes and play with the rotation values.

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  • $\begingroup$ Thanks all for your quick replies. Chris, I wanted to join the eyes with the head base mesh instead of parenting, as I wasn't planning on deformation with this model, and joining just seemed easier than parenting. But the rotation kept flipping when trying to join. So I thought applying the rotation would fix the flip problem. Since it was a node issue that wasn't really the case anyway. That was the trick, moonboots, tks much. $\endgroup$ – Scott Fraley Mar 25 at 16:20

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