Local Spacing and Parenting - Did they change the Rotation Calculation from being first, before scaling in Blender 4.0??

a few years ago when I was using Blender 3.1.... this totally confused me, even with using the scale tool  as you explained or changing from Global to Local orientation. 

Before, when scaling the Z axis in Global, it looked like the it was scaling on the Y axis instead.  If you changed to the Local orientation it was supposed to point to the Z axis...but it was still so confusing.

Now in Blender 4.0, its corrected,  meaning it actually is upright pointing on the Z axis in both Global and Local.

Did I understand this correctly?  if so, thank you!! 




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Reply
  • Martin Bergwerf replied

    No, you do not understand this correctly.

    Also this has not changed in 4.0.

    "Before, when scaling the Z axis in Global, it looked like the it was scaling on the Y axis instead. If you changed to the Local orientation it was supposed to point to the Z axis...but it was still so confusing." Sounds as if you mixed up Global and Local here; maybe your memory plays tricks on you (mine does that all the time 😉).

    So, in short: Nothing was broken and nothing has changed (as far as this Global/Local is concerned).

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  • Omar Domenech replied

    I don't know if you're watching the course before the 4.0 for a specific reason, but just in case I'll leave you the updated course:

    https://cgcookie.com/courses/blender-basics-an-introduction-to-blender-4-x

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  • Adrian Bellworthy replied

    Yeah I think you are confusing local and global orientations.

    When you add a new object in Blender, the local and global z axis are both the same, straight up and down 👍
    If you then rotate the object 90d on the x axis, in object mode, the global z axis is still, and will always be straight up and down,
    However the local z axis is now aligned with the global y axis.

    Think of it like this...
    You are standing in a field outside, top of your head pointing towards the sky...
    Now lay on the grass...
    The top of your head is still the top of your head, but it's not pointing towards the sky,
    the sky is always up (global z), the top of your head is always the top of your head (local z)

    It will always be this way unless you apply the rotation, which will make your nose point in the local z matching the global z

    Of course, if you rotate in edit mode the local axis doesn't change, because you are rotating the mesh not the object.