I’m trying to apply a transform to a 3D object in a STL File (without creating a structured mesh object). Here is how I proceed: I read the normals and faces information one by one in the STL file, apply my transform to each vertex and to the face normal and write back the new computed values in another STL file. The vertex are OK in the generated file but my normals are wrong. It seems that I can’t just apply my transform to the normal as I do for the vertice. How is that possible??
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You should look at transforming normals.
And actually, Jeff, you’re only partly correct. For a vector, you’re right. But for a normal, which is a bit different in meaning, you have to transform by the upper 3×3, but inversed, and then transposed.