So it’s easy enough to view the normal vector for any given face. But how would you go about getting the X, Y, and Z components for those normal vectors?
It seems silly that additional scripting would be required to obtain this information when Blender already seems to calculate it behind the scenes. So just figured I’d ask before I unnecessarily waste my time.
It’ll be a bit time consuming manually calculating the vector between two points for hundreds of faces, but it should work. Might as well since I’m getting paid by the hour.