I have an extremely specific issue, I'm trying to import my blender environments into a virtual reality game, Beat Saber. But the program made for beat saber can't handle mesh deformations. This means everything is placed as a cube from the same scale and rotation as in the transform window of the mesh. I've found a partial workaround by separating every face from a mesh, by splitting every face and then separating by loose parts. But here comes the problem, all the separate parts share the same location rotation and scale values, I fixed the location error by selecting all the separated faces and putting origin to geometry. But the rotation and scale are still the same for every single face. So due to the rule that, apart from scaling and rotation, every mesh gets converted to cubes in Beat Saber. The converter turns every single face into a square the size of the whole mesh before separating and with the rotation of the beginning mesh (as seen in the two images added below, above is the input and below what it gets turned into in Beat Saber).
This spawns my question, even though it wouldn't be perfect, is there a way that the faces after separating get the scale and rotation calculated based on the scale of the default cube and global rotation? So that every face gets a rotation and scale which is roughly equal to the average of the 4 points. Even though mesh deformations aren't possible which would make non-rectangular faces, rectangular. So basically can I turn every face into a rotated, positioned and scaled default cube? (preferably not with a thickness scale of 0 but like 0.01, as a scale of 0 messes with rendering). (Oh and the ball was just as a reference for what happens to the mesh while converting, I'm trying to put a mountains environment into Beat Saber)