Let say that you add a cube and divide in two all the edges
as per the World coordinates
Now change the front face and make it as a triangle
get back into object mode and hit the R key to rotate
and you rotate that object in all X-Y-Z angles in space
and then remove the faces from the triangle.
You end up with an object with angles that you cannot find what the angles are with the N-Tranform or N-Key or local or worrld angles are not valid for this face
Question
How can yo add up a circle parallele to the triangular front face
or in the same plane as the triangular face ?
I don’t understand your problem (and you seem to have had the same problem a long time now) about the 3D View, the Grid and the Z-Axis. If you want the Z-Axis Up then hit Numpad-1 or 3, if you want it Perpendicular to the View then hit 7. If you want an Object alligned to the Global Coordinates (the Object’s Axis to be the same as the Scene’s Axis) then select the Object in Object mode and hit Alt-R (to remove all Rotation). Alt-R won’t work as you think it should if you have rotated the Mesh in Edit mode. For that you will have to us Undo in Edit mode.
I had this problem but no one seems to be able to explain or how to correct it.
but now after doing the Shift-V with a square i got this problem again
and was able to bring back the grid from 45 Degrees to vertical by pressing on the Star Keypad.
Which is a little bit strange
I got this 45 Degrees by selecting 4 Vertex (Square face ) and do the same routine to add a circle except it did not work as for the triangular face
it added the circle at 45 degrees and the Grid and Z axis where also at 45 degrees in the 3D View port
I never read anything about that in the old Web book!
I did not see much documentation on this Shift-V command in the book either.
So i was wondering if you had seen such a behavior before or some documentation on this subject-
But from another point of view if no one was able to answer the question i’m uncertain of why this changes the Grid and Z axis in the 3D view
It sounds like Blender is behaving as it should. Shift-V orients the view so you are looking at a selected face parallel to its local normal (face on, “top”) or at 90 degrees to the normal (“side, front”). This will change the view as if you had rotated it with the middle mouse button. If you shift-V a face that is not parallel to the global x, y, or z, then the grid and axes will rotate in the view.
If your circle is not being added parallel to the face, I think you may be selecting non-coplanar vertices, as Hazza noted above for your triangle.