Hi.
I can't figure out if I'm doing something wrong in my script or there is a bug in the vertex normal calculation.
I have a script that uses
Code:
mesh = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False)
mesh.transform(obj.matrix_world)

to give me world data for an object obj. This correctly returns world space face normals & position, and vertex position, but incorrect vertex normals. I have to accept first any rotation of the object to get correct vertex normals.
Am I doing something wrong? I'm on arch linux 64bit with a vanilla 2.66 install.
Cheers
Ryan



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