I’m looking for info on how Blender calculates the angles of an object.
Specifically, I created a sword that consists of merely two cylinders, scaled and with creases added to the subsurf. (Just something quick and dirty to play around with animating using nozzy’s skinny guy…) I added the second cylinder in EDIT mode, so in Object mode, they both select as one thing.
Anyway, when I hit NKEY (in Object mode), the transform properties list:
But, the “sword” is straight up and down according to side, front, and top views. I put the cylinders in from the top view, and did some slight moving of vertices in Edit mode to ensure that the “blade” cylinder and “hilt” cylinder are coaxial… <edit, clarification: I grabbed all the vertices of the “hilt” cylinder with a BKEY select, and shifted them to be directly in line with the “blade” cylinder>
So what’s up with those 69 and 49 degree rotations listed?
When I append the object into skinnyguy.blend and try to scale it, things go completely funky with the object rotating as well as scaling… ??? Is there any way to fix this? Or am I screwed, and have to start over from the beginning? (starting over isn’t a big deal with this particular instance, but I’d be royally put out if this happened after modelling something complex/difficult)