Animation Inverting Mesh Normals

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    Animation with custom rig without inverted normals
  2. What is the issue? Include screenshots / videos if possible!
    When i play my animation the faces show as inverted, however when imported the faces are fine.
  3. What solutions have you tried so far? Did you look for solutions on the Creator Hub?
    i’ve tried both orientations, inverting, reimporting the animation, editing the bone rotation before baking, the normals don’t change at all in blender, i’ve tried double sided inverting the faces before import, no solutions come up.


Normal with no inversion


Shading error / inverison when running animation

This looks like a normal inversion issue caused by bone deformation, not just lighting. Roblox tends to flip normals during animation if there’s any negative scaling or unapplied transforms in your mesh or armature.


Try this:

  • In Blender, select both your mesh and armature, then hit Ctrl + A → Apply All Transforms.
  • Go into Edit Mode on the mesh and do Shift + N to recalc normals.
  • Check your bones in Pose Mode to make sure none of them have a negative scale (that can flip normals during animation).
  • When exporting, enable Apply Modifiers and Apply Transforms, and under scaling, set it to “FBX All” instead of “All Local.”

Roblox ignores custom normals a lot of the time, so even if it looks fine in Blender, it’ll break on import if the transforms aren’t clean.

Hope I helped!

Hey, thanks for all the feedback, i’ve applied all of them, here were my export settings


I also tried experimenting by changing the Z from -z forward to z forward, but either way none of it made a difference, i reimported the animation multiple times aswell to no avail.

Yeah, your export settings look fine, so it’s probably not the axis setup causing it. This usually happens when there’s a negative scale somewhere in the rig or a mirror modifier that didn’t get fully applied. Try this just to rule it out:

  • Select both the mesh and armature, Ctrl + A → Apply All Transforms.
  • Go into Edit Mode and Shift + N to recalc normals (check with face orientation; all faces should be blue).
  • If you used a mirror modifier at any point, apply it and recalc normals again. That’s a super common cause of flipped shading.
  • Also, try turning off Apply Unit in the export settings once just to see if Roblox is flipping something on import.

If none of that works, it’s likely the animation data itself messing with bone transforms when Roblox bakes it. You could try baking the animation in Blender and exporting only deform bones. That sometimes fixes weird shading flips like this.

Animations sometimes behave weirdly on import, like inverted faces or odd shading. The most reliable way to avoid FBX/animation issues is to skip FBX entirely and follow this workflow instead:

Import the rig into Studio without animations and animate using the pipeline in the guide - this avoids a ton of common headaches and keeps your R15/Motor6D animations solid.