I don't exactly understand why do we need this, in pothead tutorial for legs there was used align to transform orientation why we also changed it for origin, how it influence on result, thank you in advance)
Hey An SSunn,
could you give a bit more context, like when exactly (timestamp) in which Lesson (there are 4 Lessons about the Legs, not counting the Blockout) this occurs?
Hm,
Still not sure what you don't understand exactly, but (and here's where you wish you'd have paid attention at Math):
every Object (in CG) has its own (Orthogonal) Coordinate System and where the 3 Axes meet is the Object's Origin...When people mention the Object's Origin, the accompanying Coordinate System is implied, so, while you can't Rotate a Point, you can rotate an Object's Origin (thereby Rotating the Axes of the Object's Coordinate System).
This probably won't answer your question, but please contemplate on this and then re-formulate your question.
And please use more words...people are tempted to use less words, if they don't know a language very well, so as to make less mistakes (I do that as well), but it's (counterintuitively) better to not fear the mistakes and say more, so others are more likely to make sense of what you are trying to say.
Sorry, yeah i understand that it was hard to understand, my problem was that some settings were in that state that origins diamond shapes were close to mesh and with no Y behind and i thought that it has to do something with mesh changing, some actions thati don't understand how that diamond shape was connected to mesh, sorry for inconvenience, solution was very primitive and easy
Ah, that is the Object's Coordinate System I mentioned above. It shows it like this, when the Option Transform Affect Only Origins is enabled. You can Move, Rotate and Scale the Objects Origin (and with it, its Coordinate System), without Transforming the Object:
Was this used in the Tutorial?
Be very careful when using that Option! It's a great feature, but if you forget to disable it, it can mess up your modeling.
I have always thought Blender needs a system for when one of those options is enabled in case you forget, like have a green outline on a button or even the 3D viewport. I remember in 3DS Max when you have auto keying in animation, the viewport gets a red outline that is hard to miss, and that way you know ooops, I forgot to turn that off.