Origin Relocation??????


#1

Hi…This may be a seriously dumb question, and it’s obvious that I’m new to blender. I had made an object and at some point had split it in half and used the mirror modifier.

I would like to know how to select any given vert and make this the origin of the mesh, because my mirror mod. is off and do want to have to rely on my eye to offset it. I there an more precise way to make this change?

Thanks

Sean


#2

No, it is not a dumb question. :slight_smile:

To do what you ask, select the point/vertex.

Hit shift+s and the snap menu opens under your cursor,
select “Cursor -> Selection” and the 3D cross-hair gets snapped to the vertex.

Then exit edit mode to object mode and in the edit buttons locate the “Mesh” panel:

Hit “Center Cursor” and it will center the objects origin at the 3D cross-hair(aka. 3D “Cursor”).

Cheers!


#3

Thanks alot man that did the trick…I’ve been beating my head off of the wall trying to figure this out…

Thanks again


#4

All three of the buttons shown in that area of the screen-shot, Center, Center New, and Center Cursor, are related to this concept.

The “center” of an object is illustrated by a slightly larger and more prominent dot.


#5

I have another doubt related to this thread.

Origin reorientation??? How can i reorient the local axis in the origin? I just now enter edit mode and select all the vertices and rotate them and then exit edit mode and rotate the object the same oposite I did and that creates a rotation in the origin like the second rotation. Is there a way of just select the origin and rotate only the origin? I can’t find it.


#6

if you rotate an object in object mode your literally rotate the object origin/pivot,
so if you want the rotation to be 0/0/0 hit alt+r in object mode,
in edit mode your only rotating (selected parts of) the mesh surface(locally/relative to object/pivot).

hope this makes sense, as the object itself is really just a point in space,
that defines the location of the surface(mesh, nurb, curve etc.). :slight_smile:


#7

Well, I must explain better what I want to do step by step:

In blender, 7  for Top View and  Shift + c   to put the cursor in the origin of the world.
Add / Mesh / Cube   to create a cube in cursor position.
Select the cube and move it in X-Global direction 2 units (or what you want it is not important). Now rotate 30 degree in Z-Global (so just now the local axis of the cube is different than the global axis and that is the situation I want).

Well, now Shift + c  to put the cursor in the origin of the world in case you moved it and 
Center Cursor to make the origin of the cube jump to the cursor.
If I now apply a mirror to the cube the mirrored half appears following the x-Local direction instead the X-Global direction I want. 

Doing what you say: Alt + R don't works because it rotates the cube and I want the cube be in the position I put it and mirror in X-Global (not X-Local). So I need reset the origin of the object but not the vertices to make the mirror modifier work with an object with a rotated local origin.

I have a entire leg and not a cube like we did in this example. And to create another leg I did the "workaround" I explained above in post 5. Another better workaround would be join to another object and make the mirror and then delete the vertices of that parent so I have only my leg. There are many things I find great in Blender but also there are these little things I miss in Blender that I was using in max.

I forget: Many thanks for answering my questions. Trying make my mind of the equivalent in Blender of the work flow I did in Max. I just don’t want shut down Ubuntu and start Vista and go to Max. I want to be in Ubuntu and try to use only free software.

Next step will be when version 2.5 comes out try a linear workflow in Blender. Just now it seems a nightmare but 2.5 is going to have that and I can’t wait for it.


#8

then move & rotate the cube in edit mode, because modifiers are applied to the object in its local space. :slight_smile:

also, IMHO its always best to model so that your object center stays at 0/0/0,
and later link or append the model to other/scene files as needed.

so you have a working/editing file and then a scene file that brings all the objects together.

but that’s just my opinion. :slight_smile:


#9

Yes I learned that rotating a object is not good, the good way is enter edit mode and select all the vertices and move and rotate them, that way the origin is not moved. But nobody says this in all the tutorials I watched (I was thinking I could do the reset of the origin without moving the vertices like I did in max).

But I had a leg and I needed to mirror. My wrong was try to mirror it as a separate object. What I am doing now is join to a “dummy cube” and then delete the dummy vertices, that fixes the origin thing problem.

Probably I will do a tutorial with all these little things nobody tells and they are real walls for max users in our learning. Another one is the hinge tool that in max rotates your selection around a edge. That is easy done in blender but I just discovered it yesterday, no tut talks about this too and every max user does it. But in max I was using a script to delete the faces that hinge created and in Blender it rotates without creating these faces so I find Blender much better for do this. I am just now watching animation tutorials and I just want to go to max forums and shout: Hey, look at this! look at that!.. LOL
Blender future is amazing, really incredible features are coming in some weeks that we already come test in 2.5 test builds. Enjoying this app as never enjoyed any other I think.


#10

If I understood you correctly, then you’re looking for STRG+[A] --> “Rotation to ObData”.
Whatever rotation you’ve given to the object gets applied. Kinda like the oppsite of ALT+[R], where the rotation of an object gets reset.

Hope that helps!


#11

right, I completley forgot about ctrl+a to apply loc/rot or scale to Object data. :argh:

still, better to just not do ‘mistakes’ from the start so, hey. :stuck_out_tongue:

anyway’s happy to hear your enjoying a lot of things in the .b, bao. :slight_smile:


#12

What is STRG ?
Ctr + A shows a pop up menu I never have seen before. Glad the Blender programmers are surprising me with new pop-up menus. And yes, Rotation to ObData is exactly what I was looking for.

I was looking all the menus and that combination of Ctr + A is no present in any menu (usually you can access everything and I only memorize the keys to do the modeling but not all the others).

Thanks to both, and… What is STRG? In my case is Ctr + A like fktt said.


#13

http://carbon.cudenver.edu/~tphillip/GermanKeyboardLayout.html


#14

Thanks, Nevroptere.
Didn’t pay enough attention when I referred to CTRL as STRG. :banghead:
Sorry for that.


#15

Actually it is in the menu found in the header of your 3D view:

Object -> Clear/Apply -> Apply Scale/Rotation to ObData

Also, there is a quick way to rotate your origin:

  • Create an empty
  • Rotate it to the orientation you would like you object origin to be
  • Select the object whose origin you want to change
  • Shift-Select the empty
  • Object -> Scripts -> Axis Orientation Copy

This is good for when you need to rotate your origin to obscure angles. Trying to do that using edit mode is a pain in the ass.

Also, you can use the empty to set your 3d-cursor location by using Shft-S -> Cursor -> Selection, before using the “Center Cursor” button so that you can use the empty to set the origin’s location by hand as well.


#16

But look that it is Scale and Rotation, the rotation only (the last one in Ctr + A menu) is not accesible in menus.

The way I was doing was not bad: I created a plane (Add / Mesh / Plane ) in the cursor position and then I joined my mesh to that plane, then select the plane face and deleted and so i had the origin placed in the position and the orientation correct to use mirror.
But thanks to point about that script I will look at the code to see how he does it !


#17

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