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Question by Badgerfish · Oct 01, 2015 at 05:51 PM · blenderfbxmayanormalsbox collider

Blender FBX objects have bad normals when you add a box Collider?

Here's Two boxes I made.

One in Maya(Left), and one in Blender(Right).

alt text

They have both been imported as .fbx files and given a Box Collider.

The one from Maya, has perfect 90 degree normals on every side when placed on the ground flat.

The one from Blender does NOT. They are very close to 90 degrees, being 90.000000000000xxx (some numbers I can't recall because of really long notation) or around 89.999999999998xxx.

Sometimes I need to read the normals of these objects, but since they are not perfect, I have to use some wide comparisons ( between x and y range = considered '90' degrees).

Is there a way to avoid this? Or am I stuck having to use 'acceptable' ranges?

boxes-and-normals.png (74.3 kB)
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