Rotating vertices around Normal directions

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


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!

as simple as scaling one end!

Well yes, I know. Even simpler would be to add a cone instead of a cylinder. :wink: But the cylinder was just an example to illustrate what I want to do. Are these kinds of operations/rotations possible?

you mean like “taper” on simple deform modifier

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. :frowning: I have the pivot set to the cursor, which is centered below the cylinder (see screen above). Any other settings I should check?