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  1. #1
    Member guy lateur's Avatar
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    Rotating vertices around Normal directions

    Let's say you wanted to modify a cylinder into a cone, like this:

    Name:  rotVertsNormal.png
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    This should, in theory, be possible by rotating all vertices around the X direction of the Normal coordinate system of each individual vertex. Can you do that (in 1 step) in Blender? I'm completely new to modeling, btw. TIA!



  2. #2
    Member PyroGXPilot's Avatar
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    as simple as scaling one end!
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  3. #3
    Member guy lateur's Avatar
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    Originally Posted by PyroGXPilot View Post
    as simple as scaling one end!
    Well yes, I know. Even simpler would be to add a cone instead of a cylinder. But the cylinder was just an example to illustrate what I want to do. Are these kinds of operations/rotations possible?



  4. #4
    Member PyroGXPilot's Avatar
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    you mean like "taper" on simple deform modifier
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  5. #5
    Member PyroGXPilot's Avatar
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    also select edge rings and set transformation orientation to normal then go r x x
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  6. #6
    Member guy lateur's Avatar
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    Originally Posted by PyroGXPilot View Post
    also select edge rings and set transformation orientation to normal then go r x x
    This is the kind of answer I'm looking for, but it doesn't seem to work when I select all ring edges/vertices; it just rotates all of them around the same axis. I have the pivot set to the cursor, which is centered below the cylinder (see screen above). Any other settings I should check?



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