# Vertex Normal Rotation Alignment Tool v1.0 \[Maya Script\]

**URL:** <https://forums.unrealengine.com/t/vertex-normal-rotation-alignment-tool-v1-0-maya-script/1995007>\
**Category:** Character & Animation\
**Tags:** vertex, normals, vertex-lighting, unreal-engine\
**Created:** [August 28, 2024, 8:38am UTC](https://forums.unrealengine.com/t/vertex-normal-rotation-alignment-tool-v1-0-maya-script/1995007 "2024-08-28T08:38:20Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![Hype\_Ldbg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hype\_Ldbg](https://forums.unrealengine.com/u/Hype_Ldbg)\
**Post date:** [August 31, 2024, 9:19am UTC](https://forums.unrealengine.com/t/vertex-normal-rotation-alignment-tool-v1-0-maya-script/1995007/7 "2024-08-31T09:19:29Z")

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I tried different combinations now but there is always this smooth seam left.  
I guess it’s something specific to Metahumans.  
Your script works perfectly, though.

I imported the head from Unreal into Maya and compared it to the head I got from Quixel bridge and the vertex normals are almost perfectly identical.  
No idea at the moment what else to try.

Maybe it’s related to this other issue I’m having: [Import Metahuman to Maya from Bridge, head and body disconnected when exporting to FBX from Unreal](https://forums.unrealengine.com/t/import-metahuman-to-maya-from-bridge-head-and-body-disconnected-when-exporting-to-fbx-from-unreal/1999343)

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