Hi,
I see, that the face orientation in an exported mesh are reversed.
We can change culling in the material, but still the orientation of the mesh is inverted.
As I understood it is the coordinate system translation.
How would I be able to change that?
When you edit a param (A, the one we are talking about) you can copy the corresponding line of code (B)
Also, if you open the console, at soon as you are having a look at a node (in that case, the material), the object globalThis.debugNode is the material, so that you can directly interact with it within the console. That’s why the copy buttons will copy this string to the clipboard : globalThis.debugNode.sideOrientation = 0;// (debugNode as BABYLON.StandardMaterial)
Hi.
I think he might me right.
The thing here is, that we somehow cannot get the export right.
So from our scene to the .glb file.
We have changed a lot in the source including flipping the meshes and/or also the parents.
I read about that there is a conversion of the coordinate system, then we also checked materials and the options.
We could make it work from babylon scene to .glb and by importing it again to babylon actual the sandbox, the vertex normals are displayed correctly.
Somehow when I import the model into Blender it basically is always the same result regarding the mesh, vertex and face normals are flipped, as well the face orientation (blender) are wrong - inside, red.
The display of the mesh depends on the material, shader settings in Blender.
We need to look into that deeper I fear as none of the options do seem to have an influence.
And/Or it might be a collision of parameters and we need to find the correct parameters.
We could actually help you earlier if we knew about this @Tricotou was actually navigating you in the right direction proposing you to change the orientation CW/CCW.