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Question by webster · Jul 11, 2012 at 01:11 AM · editormeshnormalsvertex

Any script to 'fix' normals/winding order?

I was wondering if anyone knows of an editor script which would go through a mesh and compare the normal direction(s) to the triangle vertex winding order, and fix them to match? Reason is, I got some crazy models from sketchup and I know the verts and tris are there, but some face the wrong way. So I wanna run like a sanity-check on them, either flip the order, or flip the normals. Probably flip the order, cuz I think the normals are correct.

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Answer by DaveA · Jun 08, 2013 at 07:59 PM

This will flip the triangles. I'll leave it to you to pick one and compare the normals and fix them they way you want.

 @MenuItem("GameObject/Flip Mesh", false, 4) 
 static function FlipMesh() 
 { 
     Undo.RegisterSceneUndo ("Flip Mesh");
     var trs = Selection.GetTransforms (SelectionMode.Deep);
     for (var tr in trs) 
     {
         var r : MeshFilter = tr.gameObject.GetComponent.<MeshFilter>();
         if (r)
         {
             var m : Mesh = r.sharedMesh;
             if (m)
             {
                 var tris : int[] = m.triangles;
                 for (var i : int = 0; i< tris.Length; i+= 3)
                 {
                     var t : int = tris[i];
                     tris[i] = tris[i+1];
                     tris[i+1] = t;
                 }
                 m.triangles = tris;
             }
         }
     } 
 } 
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avatar image webster · Jun 08, 2013 at 08:20 PM 0
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Thanks this helps a lot.

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Answer by ScroodgeM · Jul 14, 2012 at 01:24 PM

  1. it's not easy for script to detect right face direct automatically

    1. 'calculate normals' in import settings for model can fix problem with incorrect normals.

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Answer by korzen303 · Nov 23, 2018 at 06:54 PM

Here is one of possible solutions

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