Normals in edit mode different than when in object mode

I have an issue where I’m attempting to animate an object along an axis. It’s off center at some random angle (some degree of 5) and my normals are correct in edit mode but wrong in object mode. I want to get the normals orientation I see in edit mode to object mode so I can animate the object along a constrained, angled axis.

How can I do this?

Thanks!

Show us what you have, show us what you want and attach your blend file so other people can know what you are on about rather than having to use their imagination based on a vague description.

Here’s the .blend and the first image,

hereyougorichardmarklew.blend (426 KB)







Edit : Nevermind

There’s no vertex/face normals in object mode, just objects. What you can do is make a custom transform orientation while in edit mode and use that in object mode. Select your mesh elements in edit mode so that you have the orientation you want and press ctrl+alt+space to make a custom orientation.

Wow, I never knew about that tool, thanks. I ended up just remaking the object and preserving the object mode transformation. I did check your method and it works also. Here’s a shot of the anim I just rendered. Got some kinks to work out still :smiley: