I've created a box with a separate lid and I've created another object (consisting of a single edge that will be invisible in the final render) around which I want the lid to hinge. However, no matter how I set the pivot point or transform orientation, things don't hinge/rotate as I expect.
It's hard to see the edge that makes up the hinge, it's about 1mm out from the edge where the lid and box meet at the back:
Note: rotation and scale have been applied for all objects.
I used Origin to Geometry on the hinge and set the origin of the lid to the same location.
I thought I'd then be able to set the pivot point to Active Element and the transform orientation to Normal and then rotate the lid around the hinge. But looking from above the rotation gizmo does not orientate itself with the normals of the hinge:
If I turn on displaying normals and tab into edit mode, the normals for my hinge look as I expect them to:
I want to be able to rotate things in object mode. For the sake of experimentation, I've also tried things in edit mode and here I can achieve the kind of rotation that I want in object mode like so:
- I set my snap settings as shown down below and drag the 3D cursor such that it snaps to my hinge.
- I then turn off snapping, set the pivot point to the 3D cursor, go back to select mode, and select the lid and hinge.
- Finally, I use the gizmo to rotate along the axis that corresponds to the orientation of the hinge and things work as I want:
I'm slightly confused as to why this only works if I select both the hinge and the lid - isn't it the 3D cursor that I'm rotating about? But if I select just the lid then I end up rotating around something that's neither the hinge nor a global axis:
However, while I'm curious about why I have to select the hinge in this situation, my main issue is that I want to be able to rotate things in object mode (and in the end be able to easily animate this rotation).
Any help would be much appreciated.
Here's a .blend
file with my box (it's just 1.5MiB). Note that ultimately the box will be in a scene with other objects so, solutions that rely on lining it up with the global axes won't work in the larger scene. Also, note that the box is slightly lopsided if you look at its dimensions - it's not a perfect cuboid.