I have the following setup:
A bezier curve and an object, originally with all its transforms cleared to identity.
I then proceed to do the following:
- Add an array modifier to the object to replicate it along the curve.
- Add a Curve modifier to have the array instances follow the path of the curve.
- Apply both modifiers to the object.
- In Edit mode, I separate the object by loose parts, so that I end up with individual objects all along the curve.
At this point what I notice is that each object's local origin / frame of reference is no longer orthonormal to the object in question but rather, each object's origin is the center origin of the original object I used as the source for the modifiers.
For example, here's one of the objects along the path. Notice how its origin's position / orientation are really the one of the original object in the center of the world: This is before doing
Origin to Geometry (Ctrl + Alt + Shift + C)
And this is after trying to center the origin on the object:
Notice how the origin is now 'centered' on the objet but still oriented to the center of the world.
In other words, I now have this:
But I need something like this: (I achieved the origin pointing this way by switching from 'local' to 'view' mode, but the origin itself is still wrong in reality).
That is, the origin should be pointing along the path.