rotating the axis in local

Is in "Object mode", "Options" (top left) "Transform" - "Origin" then rotate in Z 45° the same? 

I assume so, it works for me but almost couldn't follow this process.

  • Kent Trammell replied

    Yes I think that's the same thing as I described in the video...The goal is to rotate 45° in object mode, then 45° the opposite direction in edit mode. This will offset the object's rotational transform 45° in Z while maintain the visual orientation of the city grid. This orientation manipulation is critical for the mirror modifier and brick texture to result correctly.

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  • Adrian Bellworthy replied

    No, I don't think that is correct.
    Enable the move gizmo, and check the x and y arrows are pointing at 45d to the building and/or grid,
    and also in the side N panel the Z rotation should be -45d.

    Switching to the local transform option doesn't give the correct result, because at this point Global and Local are exactly the same.
    The local transformations only changes when in edit mode.
    And for this you need the Global Z rotation to be -45.

    In the video Kent uses the shortcuts
    R (rotation) , Z (constrain to the Z axis) , -45 , then Enter to confirm the rotation
    Then Tab to enter edit mode
    R , Z , +45 then tab back to Object Mode.

    Hope this helps

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  • Martin Bergwerf replied

    Adrian,

    Martin and Kent are correct, I believe;

    he is talking about setting the Option to Transform > Affect > Only Origins. Then rotating 45° around the Z-Axis.

    • OK! My Bad 🙃
    1 love
  • mastart replied

    Well I see what will happen when I work on the brick texture. Mirror worked so far... But thank you for (almost) clarifying it. I guess I have to go through it a couple of times to understand it all the way.