# How to match rotation, scale and postition between 2 uneven objects

You have:

A) A randomly scaled (not same scale on XYZ but rectangular) and spun on random angles square shaped box. Like a piece of lumber in a random size and rotation.

B) A completely straight and square cube - like the start up cube.

Now, you want to scale and spin B to be same as A - but you have to use tools like snap, because B is part of a larger mesh, so you do not have the proportions to just copy & paste.

How on earth is that done?

Thank you VERY much to the clever person who can figure this out

You have not supplied screenshots and example blend files to clearly demonstrate what you want

You also haven’t said if you scaled and rotated in edit mode or object mode

Try shrinkwrap modifier.

And it might not be a simple question. You have the background information and you want to do something so it might be a good idea to present the problem clearly.

Try visuals of the problem, screenshots for example, they help to describe it. If they’re clear enough, could help to ground the problem with one glance. Could also be a good idea to show what you want and why you are limited by something. Could even provide an example .blend to play around and to help communicating the suggestions back to you.

Hi Richard, sorry - I thought my explanation would do.

In real life the setup is more complex, and I need to spin and scale B to match A - because I need the 2 Vector 3 for Scale and rotation (so some form of deformation is not doing it, I need to learn and use the scale and angle of B)

My drawing is a little different from my initial description, I figure things might be easier to understand this way:

A) Is a square hole one a flat plane. It is on a larger mesh, so there’s no way of just copying the rotation and scale ratio of A. I need to manually snap and rotate, but this appears not possible because of the hands on challenges of non uniform scale and snapping.

B) is the example of a “1:1” square that needs to fit onto/into the A slot. What I need in the end is the rotation and scaling that will make B fit into A this way.

C is the result of this imaginary and simplified version.

It doews not matter for me / I am not certain if the solution is done by solely using one mode or tool or another. It’s just important that B in the end has the scale, rotation (and position) to match the hole A - exactly.

I just cannot get my head around this, your help is much appreciated. Thank you

JA12: Sorry for not being clear enough, I have made a blender file with the riddle Cube to fit in slot.blend (447 KB)

Could duplicate (shift+D) and separate § the hole mesh (in edit mode) to get a copy. Then fill the hole with a face and separate that, or delete other faces around. Then you have a face you can extrude as you like which fits the hole and also the object transformations from the original if that is somehow important. Could clear or apply object transformations if needed.

Thanks a lot for trying this, JA12.

As I understand you, you suggest this:

• Mark edges of hole
• Fill
• P
• Extrude to new block (instead of using original block - or simply get rotation and scale of newly created ‘patch’)

unfortunately this does not do it:

``````Mainly: The 'patch' extruded this way will not have any rotation or scale, because it comes from a part of a mesh, not just a plane with the rotation and scale already in there - see my example file above. Such a patch would only have a Location, rest is zeroed out.

The Cube to fill the hole is just to make this simple as a question. In reality it is an appended model that needs to scale and rotate onto many places of the main mesh - and then these transforms needs to be into the file when exporting into Unity, where they'll be game objects.
``````

What I REALLY need is the Vector3’s of the ‘holes’, with a ‘1:1:1-cube’ as reference (like is it 1.5 the length, and 3 times the width of the cube , and is it rotated 47 and 32 degrees etc)

Hmm… I’d think snapping could just do this, but it may not be that simple…

Thank you for trying though!

Right, so the other way around. Maybe this then

From left to right:

• Get the location right, could snap the 3d cursor where the hole edges are. Select one of the edges from the original that gives the alignment, ctrl+alt+space to create a custom orientation (operator panel has override previous option if you need several, that overwrites the previous so it doesn’t keep creating a list of them)
• Select cube, object menu -> transform -> align to transform orientation
• Then could scale the object along local axes and use vertex snapping to help

Just freaking WOW JA12!!!

You are really, really good!!! That was a handful of tiny menu items I’d never used before Thank you so very, very much.

Really. Thank you.

Fill that window hole temporarily and use face snapping with cube and you get exact orientation.

Here’s another one to bunch them up for posterity:

• Go to edit mode, select the hole edges and snap 3D cursor to them
• View -> Align View -> Align View to Active -> Top (shift + num7 in default setup)
• Go out of edit mode, add a cube, F6, check “Align to View”

You guys are awesome. Thank you so very much. I’ll try out all of this, and heck I’ll end up making a script that does it for me, now that I see all these options

Thank you.