Does the normal Id of a face change with the rotation of the object?

Does the normal id change with the part’s rotation?

This is what I want:
image

And this is not what I want:

image

Whenever I change the y orientation of a part the face normal Id stays the same which is not what I want.

Is there a way of doing this?

Um can you explain better on what you are asking?

I am asking if there is a way to change a part’s rotation and the normal Id of all the faces to change with the orientation.

Are you asking about surface normal?
This is a Vector that is maintained as vertical to the surface irrespective of any orientation changes.

Is there anyway to not make that happen? Or for like the surface normal to change with the orientation.

I suggest you try a little experiment.
Create an object and list its surface.normal and then change its orientation and list the surface.normal again. Did it change?

It didn’t change it stayed the same which I didn’t want.

Ok so that was what I expected.
Can you describe what you are trying to achieve.
Is it to get a vector that represents the rotation?

No, it’s not a vector that represents the rotation. I want it so that the vector changes with the rotation. For example, when a block is turned 180 degrees in radians, the front face normal should be Vector3.new(0, 0, 1) instead of Vector3.new(0, 0, -1) which is the regular normal.

sound to me like you have no choice other than to make one yourself possibly driven by a change detection.
I am sorry I have not been able to suggest a solution.