Blender 2.49a (64-bit Windows)
I encountered some strange behavior when working through a tutorial and isolated it down to something I could do with just a cylinder:
- Open Blender
- Select and delete the cube
- Space->Add->Mesh->Cylinder. Accept defaults
- “N” to bring up transform properties
- Enter “90” for RotY and it rotates around the Y axis
- Enter “45” for RotX and … it rotates about the Z axis instead
- Enter “45” for RotZ and it also rotates about the Z axis, but in the opposite direction.
I searched and found a post about an issue between object and world transforms. The solution was to use Ctrl-A->“Scale and Rotation to ObData” to reset everything to world space. That worked, but I don’t understand why.
It’s almost like the X axis and Z axis ended up parallel to each other, but in opposite directions. I think I can understand that an operation might be relative to object space, but I would expect it to be consistent for the same operation. What am I missing?