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If I create a sphere (Shift+A) in Blender and rotate it various degrees in x, y, or z, these rotations show up under the N -> Item -> Transforms tab, and the object's local XYZ are determined based on those transforms. Once I apply the rotations, these values reset to zero. How can I restore those transforms to an already transform-applied mesh? Is it possible to do this with scale as well?

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    $\begingroup$ Use a method like this, creating an orientation from the 2 pole vertices of the sphere, followed by RX-90, if you want the Z pole-to-pole. $\endgroup$
    – Robin Betts
    Apr 19, 2021 at 10:13
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    $\begingroup$ @RobinBetts well. Robin, although i am a big fan of you and i upvoted your comment - this is not exactly true. Because you don't know whether the UV Sphere is upside down.... ;) sorry, couldn't resist. :D $\endgroup$
    – Chris
    Apr 19, 2021 at 15:35
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    $\begingroup$ @Chris When I was about 10 years old, a geography teacher drew a circle on the blackboard with an arrow through it, saying: 'This is North. It points up, like this.' I stuck my hand up: 'Sir! Sir! Not necessarily!' I was sent out and made to stand in the corner of the lobby outside for the rest of the class. $\endgroup$
    – Robin Betts
    Apr 19, 2021 at 15:49
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    $\begingroup$ What a bad teacher. I feel with you!!! $\endgroup$
    – Chris
    Apr 19, 2021 at 15:49
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    $\begingroup$ @Chris A lot of my teachers suffered in WWII. This one had been a Japanese POW. No time for clever-dicks. In retrospect, gotta cut'em some slack. $\endgroup$
    – Robin Betts
    Apr 19, 2021 at 15:54

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