where is an object's intrinsict rotation stored?
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Let's say I make a simple cube, then rotate it 45 degrees in any axis, and then apply an ffd modifier. the ffd volume will be aligned to the cube's rotation, so 45 degrees in the same axis.
then I want to align the ffd modifier to the world. ok I could use the set volume sub-object mode and rotate it, but I had some bad experiences doing this, specially if your mesh is irregular, you can't auto fit the modifier to include the whole mesh's exact dimensions, doesn't matter, in some cases it can get you undesired results.
ok so how do I reset my object's rotation so the ffd modifier will generate aligned to the world? changing the pivot doesn't do anything, freezing transform/rotation won't do it, setting them to 0 won't do it. if I apply a reset xform it works, but it messes the whole modifier stack, you definitely can't mess with modifiers under it, you can't even delete the xform modifier or the mesh base rotation will change and you can't undo it, so it's not an option unless you're collapsing everything.
so where is this rotation stored so I can align it to the world without affecting anything else?
ps.: it's not just for the ffd modifier, I've experienced countless cases where I need to reset an object's intrinsic rotation and couldn't find how except with the reset xform, which is not an option in most cases