View Full Version : Rotate a poly face in edit mode, seeing current rotation transform
07-14-2010, 01:08 PM
Imagine a door (my poly face) that is open with a random angle, i see it from the top, what i need to do is to rotate (and change the pivot from the center to the door hinge) around it's z axis so it's aligned with one of the other axis.
Better.. i need to now the current global rotation transform (i.e. suppose that before the rotation it's (0,0,5), i want it to be (0,0,0)).
How to see the rotation transform in edit mode and change the pivot position for the rotation?
07-14-2010, 02:43 PM
1) In edit mode select the hinge bottom vertex.
2) Change the 3D cursor location to the selected vertex loc [Shift+S >> Cursor to Selection]
3) Change the Origin to the 3D Cursor location [in Obj mode click in the Origin button in the Tool Shelf. Select the 3D cursor option]
To apply any rotation to a object as his default rotation (0,0,0) use Ctrl+A in Obj mode. If you change the origin (like in the way described above) it will be already applied.
07-14-2010, 04:20 PM
Thanks for the answer but i think i have to be more specific:
The door hinge is an example, what i really have is a face that is part of a bigger object, i don't want to rotate in object mode, but in edit mode, and i need the current rotation of the face as in object mode for the entire object.
I'm using blender 2.49 anyway.
07-27-2010, 09:07 AM
I really need this!
The only way i found is to move snap the vertices to the grid (so no face rotation), but it doesn't always snap right on the grid...
07-27-2010, 11:59 AM
I don't exactly visualize what you want to do, but the best thing to do is to rig your door with bones and set your pivots like you need.
You'll be more clear if you post a little quick drawing too
Edit: would it be useful? > http://blenderartists.org/forum/showthread.php?t=152523 (Bunny's attachment blend in third post)
07-27-2010, 12:40 PM
No.. the door is an example to explain what i want to know.
Anyway, the first question is:
How to see the current edge/face rotation in edit mode, like i can see it for the object in object mode?:
If it's not available, how to rotate and edge correctly so it aligns / snaps to a line / grid, like in this image?:
Suppose that i wrongly rotated the red highlighted edge and i cannot undo this... so i want to rotate it back like the green edge one.. how to do it?
(The thing is that if i know the current rotation, and suppose it's (0, 0, 4.567) i can put (0,0,0) and it's all ok.. but since i can't find this..).
07-28-2010, 07:13 AM
First of all Blender is NOT a CAD tool, so there is little support (other then some scripts and an add-on in 2.5 ) for direct numerical editing of meshes.
Based on your image example, I would just "edge slide" the rotated loop until it was 100% up against a loop to either side of it. Then edge slide it back to 50% and it should be aligned directly between the surrounding loops, with any unwanted twist / rotation removed.
Here's the exact steps:
1. Select the offending edgeloop.
2. Ctrl "e" select "edge slide" type 1 in your keypad. Or just move the mouse until the readout is 1.
3. Repeat 2 only slide back to .5
You may need to re-calc normals after this.
Another possible way would be to create a custom transform orientation defined by the loop or loop which has proper orientation set to normals, and then scaling the offending loop along the correct normal orientation to zero.
If this is not what your trying to attempt, it would be best to show us EXACTLY what the problem is instead of general examples that might be confusing the issue.
07-28-2010, 10:17 AM
What i want to do is simple, take an edge that is parallel to the grid lines, take the rotate tool and rotate it.
How to rotate it back so it's parallel to the grid lines? (without using the undo tool obviously :P).
I want to know also a method that put the rotation/position of the connected edges back to the starting one (since when you rotate and edge the other edges comes along..).
I tried rotate/snap to grid but it snaps in strange ways...
07-28-2010, 04:42 PM
If you want an edge to be horizontal just copy and paste the height of one vertex into the value of the vertex on the other end. There are many ways to do this, some straightforward, some more complicated, all dependant on what you want to do.
The transform properties rotation value is for objects only, nothing to do with explicit edges so you cannot just type in a rotation.
07-28-2010, 04:42 PM
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