So I get the difference between global space (or world space, whatever you want to call it) and local space-- global space looks at locations in a 3D Cartesian Graph that has a fixed orientation/location which is independent of the objects within it while local space bases its 3D graph's orientation/location off of the object that that particular space belongs to. Then normal space is dragged into the mix and it gets confusing: I've tried to spot a difference between local and normal space by using the transformation orientation and, as best I can tell, normal space and local space operate with the same orientation/location.
1 Answer
$\begingroup$
$\endgroup$
1
Probably your confusion derives by using a cube as example, which is an ultra regular object. Try Suzanne instead: the difference between local and normal is evident. The normal is calculated by the average of all normals of selected faces.
-
$\begingroup$ It's funny because I actually did use a different object after the cube, I used a cone that I set up with 3 vertices (in the settings, physically the object has 4 verts including the top one) so that I got a tall tetrahedron (I don't know the term for it, isosceles tetrahedron?). I guess the default settings for a cone on a tetrahedron result in an ultra regular object as well. $\endgroup$ Commented Apr 16, 2019 at 23:47
calc_tangent_edge
methods look as if they might be clues.. thanks. it's time I committed myself to rifling through Blender's code.. learning to navigate it would be a big challenge, though... $\endgroup$