I’m trying to scale an object horizontally or vertically but for some reason it keeps getting warped when pressing S and X or Y, Z, etc. I’ve tried changing the origin point, options, etc but nothing seems to make a difference. Also I applied rotation and scale too but that didn’t help either
If I drop a new object in like a cube it scales fine but with these specific objects it’s not working. I’m sure it’s something simple I’m missing but not sure what exactly
This is an imported object so setting all rotations to 0 does nothing since it is not aligned to the world axis to begin with
First select the object and press ctrl+A and apply scale.
Warping is expected when you scale on one axis, you can scale on multiple axis by pressing S to scale, pressing X, Y or Z for the first axis and then holding shift and pressing X,Y or Z for the second axis.
Alternatively, you can select the object, press S for scale and then press shift + the axis you would like to exclude from the scale.
Well, I guess the warping problem is the result of misaligned axis. Because it’s an imported object whose axis are not aligned well with the world axis, when you scale it, either with X, Y, or Z axis orientation, it will deform the object inappropriately. It will happen too with misaligned Default Cube.
So to fix the problem, the first thing you should do is to align the object with the world axis. Go to edit mode, select all (A), and rotate them (R) until they are perfectly aligned to the global axis. Sure this involves personal judgement to align them perfectly, but I guess it doesn’t have to be perfect the first time around. You can go back to the Object Mode, and try to scale it. If it still warps a little, go back to the Edit Mode and rotate them a bit more.
The problem with this is it’s impossible to align it to the world access perfectly. It’s always going to be distorted because I will never be able to align it exactly according to the world access manually
Maybe you have changed some global options in the settings before? Tips from people above are actually should work. Me, I used to face with that problem either, but solved it by applying scale & rotation, or just by reseting the axes coordinates.
HI, to realign to an axis, you can extrude two points on an edge - along one axis.
Then join the four points / vertices as a face and in the overlays dropdown activate face angle. The circled number is the angle you need to rotate to realign to an axis.
Simple once you know how…
BTW - Top middle of the 3d window - where it says Global. Use that to change the basis of xyz to something else. Select Normal after you select a face. Then click the + sign in that dropdown to create a new Transformation Orientation (google this for more info) that is aligned with your mesh. Meaning any scale, rotation, move on xyz will be along the angle your mesh is sitting at. Not along the standard xyz.
You ruined it when you applied rotation. Until you apply rotation each object carries an axis with it called it’s “transformational orientation”. A cube, for example, will always know which way was up at the time it was created, no matter how you turn it. You can G/S/R along these axises by selecting “Local” in the drop down box located top / center. However, once you apply rotation, the objects transformational axis changes to match the global axises. You can generally reset it using geometry, as other posters have described.
There should be an easy way to reset an object’s orientation to match the global axises in Blender. So far there is none. Can do this easily in Maya which is what I ended up doing