thanks i spent 20 min to undertand that you used the object orientation as reference so you can oriente it about "here self again" so u can get the x=0 y=0 " ,after 3 years and we a r still learning from you .
so helpful, god i was struggling a lot with this, maybe i was tired or smthg but couldnt figure it out, this just saved me tons of headaches, and learned smth new thanks!
The solution is much easier. At least in Belnder 2.9. You don't need the new transform orientation. Just parent it to the empty and then, with the empty selected click Object - Transform - Align to transform orientation and that's it. Thanks for your effort anyway.
does it fix the animation part?? i mean the whole point was making the ROTATION: 0:0:0 so u can animate freely without any problem. just tried it with the method in this video. and it worked, so the empty in this video has the purpose of just aligning the transformation so that the object has 0:0:0 rotation in that precise original positon... or am i missing smth here ? after that purpose the empty becomes useless for animation i mean. the whole point is puting keyframes from a to b and the propeller rotates accordingly. P.S 1. you might say but why dont just apply ctrl+a-rotation to make it 0:0:0 ( because you loose the local R along Z local rotation) 2. tried your way made an empty to the excact object position, parented the object to the empty, seleceted empty -Align to transform orientation?!?! and than what?? how do i animate the object to rotate along local axis?? with that empty? with the object that has values upon rotation not (0,0,0) i mean?? am i missing something here guys, if somebody tested it even though the video still saved me
in the newest blender version you can just go to local mode, set keyframes and you're good to go. this solution is only needed in the 2.79 version of blender, as far as i know.
I'm with the new version, but whenever I try to animate local mode still getting weird rotations, please, If you know what I'm doing wrong please tell me
@@ronin3dindustrial ok, i'm sorry but you are right. this still occurs in the new blender version and don't ask my why they don't change this. one other way you can go is to use quaterion mode instead of euler xyz. but this only works as long your rotation won't be greater than 359°
@@rabbitskywalk3r Thanks for the response, I am kind of liking some stuff of Blender, coming from Max, but this is just silly, it seems so basic, the snap system is so robust but Blender cant animate in local mode? I have to animate an airplane with hundreds of animations, so your system will be very arduous, maybe I don't have an option, thanks again
@@rabbitskywalk3r ! I think I have the solution, if you can confirm me please do, is a combination of commands, first "modify pivot point" then you can rotate the object pivot as you please, then use in animate mode "delta rotation keyframing", it works, maybe is too easy to be the truth.
It didn't help me, well the interface looks different to the 9.2 version I have, but while I was watching it I came up with a solution, my problem was that in my scene I had a camera that orbits around an object, but at the end it stays in one place and rotates in itself, every time I animated the local rotation of the camera it didn't work, it's not the best solution but to not waste more time I duplicated my camera delete the previous keyframes and apply all the delta transformations and finally animate that rotation.
in theory it should be possible to automate this process, but I have little to no experience with python scripting in blender, therefore I can't really tell you for sure.
@@lucutes2936 Below the bar for different taps for shading, compositing etc. there is a drop-down menu for transform orientation. You can click on the '+' sign to create new orientation