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 Post subject: Somewhat silly rotation mistake I can't fix...
PostPosted: Fri Jan 27, 2012 11:20 am 
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Joined: Fri Jan 27, 2012 11:07 am
Posts: 3
Hey all, new to the game here:

I've been making a render of a tower with four identical sides. The basic plan was to make one copy of the outside face, duplicate, rotate and merge. So far so good on that, until i hit a snag.

Somewhere along the line, i've accidentally rotated the thing a few degrees off the vertical on one axis. I can see this because i'm on Orthagonal and it's quite clearly skewed off the lines. All the panels i can find that show rotation claim that it's at 0 decrees on all counts.

How do i fix this? Is there a way to set things into a perfect horizontal alignment again?


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 Post subject: Re: Somewhat silly rotation mistake I can't fix...
PostPosted: Fri Jan 27, 2012 1:04 pm 
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Joined: Mon Jan 12, 2009 8:20 pm
Posts: 1843
Location: Australia
Nothing wrong, we all make mistakes when learning :) 3D modelling is quite complex and it takes time and practice to learn it.

Press the N key. With the rotated part selected you should see in the numeric panel (that appeared when you pressed N) exactly which axis it is rotated and by how much . . . . . . . edit the numbers to tidy it up . . . .
. . . . but if you joined the bits together or applied the rotation, the figures will be zero.
It will also be zero if you rotated the parts in Edit mode rather than as objects . . . .

Best method if all the walls are the same is to delete the copies, then in Object mode go to top down view (numpad 7), select the part to duplicate then do it all from the keyboard with shfit-D, return (duplicate) then R 90 Z, return for one face at right angles to the original: because you don't use the mouse there is no chance of odd rotations.
This will work best if you have the object center in the center of your planned tower: if it is not, the rotated part will not match up and you will need to fiddle with it.

When you have your four walls, join them to the original by selecting them, selecting the original last and pressing Control-J.
The duplicates should have the rotation applied if you don't join them to the original so that they behave properly later with Control-A.


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 Post subject: Re: Somewhat silly rotation mistake I can't fix...
PostPosted: Fri Jan 27, 2012 3:52 pm 
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Joined: Fri Jan 27, 2012 11:07 am
Posts: 3
Thanks a ton, man.

I managed to get myself sorted by fiddling: I ended up turning up the grid density and very carefully eyeballing it.

I then made the foolish move of duplicating it in edit mode, but except for about three points, they were carefully enough nudged to fit together okay. I then merged the errant points [when they turned up, one hair pulling hour later].

I've now learned about the Spin modifier and really wishing i'd used that instead, single step, but hey ho, live and learn...


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 Post subject: Re: Somewhat silly rotation mistake I can't fix...
PostPosted: Fri Jan 27, 2012 4:39 pm 
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Joined: Mon Jan 12, 2009 8:20 pm
Posts: 1843
Location: Australia
I did not want to go that far since I have no idea how much experience you have.
Glad you worked it out though.
Maybe you could give us a look at your model?


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