So i’m making a model for a game and in order for it to scaled and positioned correctly in the game space, it must have a specific coordinate in object mode. but that usually changes the size and location of it. so i have to go into edit mode and then position and scale it correctly. this is where i’m having trouble.
here is the coordinates in object mode before i set it to the ones the game needs.
here they are after i set it to the ones the game needs
after i set the new coords, the model changes place and size. i’m supposed to re-scale and move it while in edit mode, to keep the object mode coords the same.
so what i’m asking is, is there a way to keep the size and position of the model in edit mode, after i set the coords in object mode, so i dont have to do any re-sizing and moving?
edit: some more info. the reason why i ask is because in order to get the model into the game you have to compile it with a different program. but this program has a poly limit and if your model exceeds it, it wont work.
so i have to only compile certain pieces of the model 1 at a time. but since each model piece has its own object coords, once i change them they change places and i have to scale and move them back into place correctly. that is the hard part and is why i’m asking this question.
To set the object scale, rotation and location back to the default values without actually changing the location or size of the model, use Apply Object Transformation (control-A).
It depends on when you’re doing it and what you’re doing. I try to do as much as I can in edit mode, but there are two main reasons I ever scale in object mode:
If I’m working with a mirror modifier. Try scaling in edit mode vs. object mode to see why.
If I’ve pretty much finished something and realized I need it at a totally different size for physical reasons. For instance, if I’ve modeled a character that I know needs to be 2.3 meters tall, but he’s a bit off, or if I’ve made something to be 3D printed, I find it easier to hit the exact target size by scaling in object mode and applying the scale afterward.
I’ve rarely had a reason to rotate in object mode that had any advantage other than “I’m a bit lazy.” :yes:
If you are trying to reset transforms as one would in Maya, it cant be done, apparently, as Blender is hierarchical and all objects default back to the origin.
If you use the crtl A you will set the numbers to zero, but only because you have moved the origin to the world zero, which I assume you wanted as local zero.
Sorry if I misunderstood any of this I am new here.