object mode axis based off of edit mode selection normal rotation axis

So ive been looking for an answer to this for months only to find no luck, I just hope this is understandable.

Take a starting cube and set the transformation orientation to normal:

Then in edit mode the selection of certain vertices or an individual vertex would match the axis rotation based off of the current selection:

How would I be able to set the object axis rotation and location as a whole based off that selection in edit mode? Or would there be an alternative?


Then in edit mode the selection of certain vertices or an individual vertex would match the axis rotation based off of the current selection:
What does this mean ?

How would I be able to set the object axis rotation and location as a whole based off that selection in edit mode? Or would there be an alternative?
What does this mean ?

Please explain clearly what you are talking about, what you want and what is currently stopping yo doing what you want

Note, the Tutorial forum is for completed tutorials ONLY. Why do you think we have all these other support forums.
Moved to Support / Basics & Interface

You nailed an actual lacune in blender tools, I’m also interested to the possible answers.


based on what selection ?
elaborate please

happy bl

Whatever selection.
Sorry if I answer the question myself, but If I understand the O.P. correctly, the question is how to put arbitrary axes to an object (object rotation) without affecting the rotation of its geometry.
From a certain selection you can save its normal orientation as a Transform Orientation, but how to give to an object such orientation?
And above all, how accomplish it without affecting geometry?


there was a thread 2 weeks ago about changing axis of an object
but wondering if possible to have arbitrary axis rot !

transform orientation has to do with edge or face normal
so not related to object rotation as such

in any case why would you put an arbitrary rot on an object ?
what would be the purpose for this method ?

happy bl

There may be lots of situations in which you have constructed an object in the correct position but late you realize that its axes have to be aligned to something else.

Transform orientation has to do with orientation, what I can do with such orientation is the question, no matter from where I got it.


give some examples !
still not certain about OP goals or what he wants to do with that !

but if ob does not have right rot you can change manually or in N panel
now if you mean get angles from some selection and change ob rot then only way I see would be to make a script !
but need solid logic for how to do that

unless you see another way

happy bl

Yes, I agree, it needs a script to do that, but it is incredible that you can’t accomplish with blender modeling tools, along with ‘Set Origin’.

thank you,

Apologies, Originally I had a fully detailed thread that was started out somewhere else only to click the preview button to get a database error loosing my thread…

Anyway let me re-explain, and if Its not understandable then ill end up making a video.

So take a startup file, you begin with the cube and the transformation orientation remains at the global axis.

Then with the cube in edit mode, change the orientation axis to normal, then select whatever faces, edges, vertices only to have the orientation axis rotation based off of the selection:

As you see in the image I selected a vertex that has an individual orientation that is based off of that selection.

when you go back in object mode the cube’s axis remains default because in object mode it hasn’t been rotated yet, but what im trying to get here is how would I be able to set the objects axis in object mode based off of a normal-orientation selection in edit mode?

And if thats not understandable, I hope this image will be: http://i.imgur.com/79Qkgtar.png?1

I just hope I worded that correctly.

Considering im new to these forums and I already witnessed threads having to be evaluated as appropriate before posted, I dont know if the same goes for replies because I submitted a reply and dont see it.
Apologies for those who dont understand, I made this image hoping you all will get the idea: http://i.imgur.com/79Qkgtar.png?1

After you select your vertex with normal, simply go to transform orientations in the N panel at the bottom. Click on the plus sign. Then over on the left side name it and click on use after creation. Now your view is the new transform in either object mode or edit mode when you transform not on global.

Yeah, now the question is how to align the orientation of an object to such orientation without affecting the geometry.


Use align to transform orientations in the object transforms menu.
Then you can apply the rotation and scale.

Ok, but this way the whole geometry of the object gets rotated as well, not just the system of reference, as requested.


Sorry you lost me. I don’t understand what you are trying to do.

It looks like a quite difficult question to understand after all, rather it’s very simple: how to arbitrarily rotate the center of the object, the pivot as other software call it. To be more clear, rotate the orientation of a ‘cube’ and not its vertices.

So, you have a Transform orientation and you want the axes of a certain object to be aligned with it (EDIT: just the axes).

Thank you,

if you want the change in the pivot to be permanent, then create a new object (a plane or a cube), rotate this object as you want. (or pick the element from which you want the orientation, add a transform orientation as stilltrying said above, select the new object, menu >object > transform > align to transform orientation)

Join both objects (the rotated object must be the active one), go into edit mode and remove the superfluous mesh.


Ok I see you are wanting a max like thing. You can have this workaround.

Your going to do what I said before with a different start.
First Duplicate the object and then hide it for now.
Do what I said before except don’t apply the rotation and scale.
Then select your object that is in the “wrong” transforms and go into edit. Delete all the vertices. Back to object mode. Recall the duplicate and join it to the original object that now doesn’t have any vertices. The new local axis will now be the transformed one. LOL We just can’t get the max out of you can we?

Thank you Secrop and stirlltrying,
actually that seems the only way to go, and I have done the same whenever this case occurred before, particularly in the way that stirlltrying suggested, so to don’t loose all the object properties.

But you should agree that such workaround for a so simple task sounds ridiculous, just in line with other deficiencies on management of coordinate transformation in blender.