Multimeshinstance3d normals appear flipped for mesh

Godot Version

4.5.1

Question

The issue I am seeing is that when I add an obj file to a multimeshinstance3d under mesh it looks almost like the normals have flipped. Looking at the screenshot below I have the object added to the scene showing like you would expect on the right. the one on the left it looks like the normals are flipped even tho its the exact same obj.

I checked blender and the normals are indeed correct. so not sure whats happening between dropping the mesh into the scene vs adding it to the multimeshinstance3d?

Facepalm….. I just figured it out. You know when you search so hard, dont find anything then post about it. Then suddenly an idea comes your head and you figure it out. Thats called being a dumbass, it was because in code I flipped the faces not normals, so it threw me for a loop. sorry everyone

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