In this lesson video, I'm going to discuss how we can straighten tilted objects easily using the origin feature. I will explain the techniques gradually from the easiest example scenario to the hardest one. But before that, first I will explain the basics. If you have an object like this monkey head object, for example, no matter how you rotate the object, you can easily reset the object's rotation back to its original orientation. Why? Because the original information about the objects orientation is still there.
If you go to the transformation orientation option up here, and select local here, we can see the objects or region still hold the information of where the original X, Y and Z axes are relative to itself. So in this local mode, we can easily move the monkey head forward by dragging the y axis or move it sideways or more. With up and down relative to its own orientation. If the objects origin still correctly aligned to the geometric like this, it is very easy to reset the orientation, you can simply hold out and then press R. Or if you forget the shortcut, you can also go to the Object menu, then choose clear, then choose rotation here, we can see the object is back to its original orientation. Now, if we rotate this object again to a random orientation, currently, the origins orientation is still correctly aligned with the geometry.
But if we apply the orientation by pressing Control a and then choose rotation here, now the local or the origins orientation is not aligned anymore with the geometry. Instead, we just reoriented it to follow the current world orientation. If we rotate this object around, we can see that the origins axes are Just not right. And if we try to reset it using the arrow command, it will go back to the orientation of where we apply the rotation before. So how can we fix this kind of object? Well, this is what the video is all about straightening tilted objects.
The workflow of straightening tilted objects using origin manipulation is basically divided into two steps. First, fix the z axis, then second, fix the Z rotation. And that's it. Although it looks simple, the details of each step may differ depending on the type of object you are working on. I'm going to go over this step by step by showing you how to straighten different objects from the easiest one to the hardest one. Here.
I already have suffer all theater objects. Let's go with the easiest one, which is a cube. First, make sure the snap mode here is set to face and This is super important. Make sure this land rotation to target option is turned on. The whole technique we are discussing relies on this option. Okay, now we don't need to turn on the snap button here.
So we are going to use the Ctrl key shortcut to activate the snapping mode. Next, go to the Tool Options panel here and choose origin. With this option. If we do any transformation, only the origin will get affected, the geometry will stay still, the shortcut for this option is control dot. Next, we need to find the face there should be pointing up to the z axis. Because this is a cube, we can pick any face that we like, press g now we are moving the origin freely.
Move the mouse cursor on this face and then hold CTRL to activate the snapping mode. Then left click to confirm we can see how the origins Z axis is now perfectly permanent. Killer to this face. So we successfully passed the first step first are to reset the rotation. The Cube now stands straight vertically. The next step is to fix the Z rotation.
For this, you need to find a face that is straight vertically and facing to the front side of the object. Again, because this is a cube, you can pick any of the side faces here. Let's pick this one for example. Press G to move the origin, then move the mouse cursor on this face. Then hold the Ctrl key to snap the origin to this phase, the left click to confirm next in the sidebar panel, or in the Object Properties panel, in the rotation Z axis value, type in zero here, then enter. Now we can see the cube geometry becomes perfectly straighten, but we are not finished yet.
You need to apply the transformation so if anything happens If you can simply reset it back. To apply the transformation, you can press Ctrl A and use rotation. If you forget the shortcut, you can go to the Object menu up here and then choose apply here and then rotation. We can see the orientation is correct, but the origin location is not centered. to center the origin, you can go to the Object menu again, set origin and then choose origin to geometry here. Now we are done.
Next, let's fix this cylinder. Essentially, the process is almost similar to fixing the cube, press G, then CTRL to snap to this face of our G again and control to snap to any of these side faces. Then input zero in rotation Z axis center the origin Then apply the rotation. It looks like we are done, but we are not yet. You see, the original cylinder has the vertices aligned at the y axis line. So we need to rotate this a bit, we know that the default cylinder has 32 vertices, if we want to rotate half of the amount of the side faces, we can multiply 32 by two which is 64.
And then use that number to divide 360 degrees. So we can type here 360 divided symbol, then 64, then enter. Now we have vertices at the center or at the y axis line, just apply the rotation again and we are done. Next, we are going to use more advanced techniques because we are now dealing with objects that don't have any straight vertical FACE LIKE THIS CONE object or object that doesn't have anything Face pointing out to the z axis like this monkey head model. Let's tackle the cone object First, the cone object only has a face that is pointing down, not up, we can still use this face, but then later, we need to rotate it 180 degrees. So press G and then hold CTRL and snap the origin to this face, press Alt R to reset the transformation.
The cone is now rotated upside down in the X or Y rotation axis, type in 180 and then enter, then apply the rotation by pressing Ctrl A and to rotation. Next, we need to find a face that is vertically straight and facing the front direction. Currently, the cone object doesn't have that kind of face. All of these side faces are tilted, therefore we cannot use them. So how can we solve this problem then? Well, we can just create the face We can delete it later after we are done.
So go to the edit mode and go to the H mode. Select any of the bottom ages here, press E to extrude them press z, you need to constrain the extrusion to the z axis. Otherwise, it will not create a perfectly straight vertical face. After we have something like this, go back to the object mode. Press G, hold control and snap the origin to the new face. input zero in a zero rotation axis, go to the Edit Mode, delete this face, go back to the object mode, center out the origin and then apply the rotation and just like how we did this with the cylinder.
If you want to be super prolific, type in 360, divide symbol 64 then enter then do another apply rotation. Now we are done. Finally, the monkey head object. Now this is the hardest model that we can fix. Why? Well, even though the cone object doesn't have any face pointing up, it still has a face pointing straight down.
The monkey head model, on the other hand, doesn't have that kind of face, non facing north facing down. Also, it doesn't have any face there is vertically straight facing to the front direction, because there is no reference in the object itself that can indicate its original orientation. We can only fix this model so far what we won't be able to get 100% accurate to the original orientation. They're just impossible to do. Yes, we can create another monkey head model and compare them side by side. But that is not the point of this tutorial.
Just imagine that this monkey head object is a custom model that you cannot just create simply by pressing Shift Okay, so the way we can approach this is by looking at the center ages. Instead, let's turn on the wireframe overlays, so we can see the ages better. Try to find the center ages that are almost aligned to the original Z axis. Let's pick this age at the mouth here. Now because we are going to snap to an age, make sure the snap mode is set to age, press G and then move the mouse cursor to this age here, and then hold Ctrl then left click, press our next we need to create a face just like how we did it with the current object. It should be straight vertically and facing the front direction relative to the object.
So go to the edit mode. Select this age and this age here. We don't want to break the original geometry. So let's duplicate these first shift D and then press z and then move it down a bit. Then press E to extrude. Then press z to make it straight vertically, select the center age, then press Ctrl X to dissolve it.
We now have the face that we need. Go back to object mode. Remember we are going to snap to a face now. So changing the snap mode back to face, press G and then hold Ctrl on this face to snap to it, then input zero in a zero rotation. We now have a straight and monkey head mesh. Apply the rotation by pressing Ctrl A and then choose rotation.
Go back inside the edit mode and just remove this floating face. Go to the object mode and go to the Object menu, set origin and choose origin to geometry to center the origin but as you can see, the monkey head is facing backward. We can easily fix this by typing 108 The interview rotation, applied the rotation again and we are done.