Would anybody advice how to adjust Origin to have object arrayed per its local origin=CREATED ORIENTATION (perpend. and parallely to its axles) and not per default/general Blender origin?
Some clear tutorial for above?
I would like to ArrayMod multiply highlighted shingles NOT along Global origin but along shingles’ origin.
Tried different combinatin but none seems to work. Maybe simple but painful (to me) issue in Blender.