I imported an fbx file that i made in blender. I downloaded a .svg file and basically just converted into a mesh in blender. Now when i imported the mesh, it looked fine. But when i run the game it rotates like 90 degrees and only on the client.
I do not have any scripts that change rotation, the mesh parts are anchored, theres no local script affecting. This also happens on empty places, if i open up a baseplate, anchor the mesh and run the game, the same issue still persists
Here are the files if you want to test it for yourself:
This happens because the part’s cframe isn’t a valid rotation (it’s inverted). You can fix it by running this in the command bar:
local part = workspace.Curve
part.CFrame = CFrame.fromMatrix(part.CFrame.Position, part.CFrame.XVector, -part.CFrame.YVector)
Servers use the exact cframe that’s saved in the place file. 12 numbers; 3 for translation and 9 for rotation. Meanwhile, clients reconstruct that cframe from a tiny compressed quaternion.
What you’re seeing is that the CFrame is getting “corrected” by the compression and forced to be un-inverted.
Can you supply the original .fbx (and the exact steps you used to import it) so we can make sure the importer isn’t importing bad cframes?