I am trying to figure out how to scale some rotated geometry as if it was not rotated. I'm not sure if that makes sense, but imagine this situation: Let's say I have an oblong cylinder that is rotated at an odd angle and I want to scale the cylinder so that it is now round, how could I do that (see pic)?
I tried scaling along normals, while that works for certain things, say I wanted to make the cylinder longer a normal scale along the z axis works, but trying to scale it like in my example does not work, along any axes or any orientation.
Another solution I thought would work is to orient my camera along the top face with shift+n7, however it doesn't seem to align the camera perfectly and that causes scaling along the view to distort. Sometimes if the shape is perfect the camera alignment will be perfect, but if it's off by just a tad the alignment get's out of wack.