F3X bug with rotation or am I missing something?

So I’ve been working on these windows for a while and I kept thinking my math was wrong because they always ended up having gaps somewhere … but… it turns out that depending on if I type in the rotation or move the rotation using the tool gui (red ball in this case), I get very different results. Am I missing something? It doesn’t matter if the meshes are grouped, rotated by center or local (I tried it all) this is what happens:

Rotated by Hand (using the red ball on the rotation tool)

Rotated by typing 90 into the appropriate plug-in text box

As you can see the inner meshes have shifted down. Can someone please tell me if there is something I don’t know and am doing wrong? I have wasted an embarrassing amount of time on this. :weary:

thx

Roblox rotation is always rotated towards the half meaning if you were to rotate when you’re at 1 stud increment, e.g have your part as 1x1, then it’ll rotate in 0.5 cause it gets divided by 2, idk why this happens but it’s just how roblox’s rotation works

why does it not do that when I rotate manually though? shouldn’t it be the same thing?

idk why it doesn’t do that, just roblox’s wonky rotation system