there are other ways to do it, storing the edge normals in an array would have been a better way to go but it was really just a cut and paste script I had code that worked that way. In general keeping normals in a mapping channels work well with scripting as you don't need the object selected and to be in the Modify Panel…
I need normals of border vertices on object A to match normals of vertices in same coordinates of object B, basically to fix the seam without affecting object B. Tried noors normal thief and it does almost that, except there is still a small split that prevents smooth shading. Interestingly enough is that in-house tool…