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Does Blender have a transform modifier? I mean a modifier that can do scaling, rotation and translation, just like s, r and g respectively, as you would normally do with a mesh. However, s, r and g do this permanently to a mesh, but I am asking for a modifier that you can undo or change easily, and will be permanent only if you apply the modifier. If yes, then can the modifier use different pivot points, such as , active element, 3d cursor, median point and individual origins?

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    $\begingroup$ I think there's no modifier for that. To achieve undoable transforms either add an empty which is used for transforms and object is parented to it or a constraint which points to some other object (and which is actually rotated / scaled etc). $\endgroup$ – Mr Zak Dec 3 '16 at 16:22
  • $\begingroup$ @MrZak Sorry, I only just saw your comment suggesting this. I wrote my answer suggesting the same and then saw your comment. I would have left it to you to answer if I had noticed. $\endgroup$ – Ray Mairlot Dec 3 '16 at 17:15
  • $\begingroup$ Yes, I was thinking of using an empty too but then I figured that maybe a modifier would be useful $\endgroup$ – Faceb Faceb Dec 3 '16 at 17:20
  • $\begingroup$ @RayMairlot there's nothing wrong with that, I wasn't really going to answer this one. $\endgroup$ – Mr Zak Dec 3 '16 at 17:34
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Alt-S will undo scaling (ie. set scale factors to 1.00) Alt-R, and Alt-G will, in the same way, undo rotation and translation respectively. In that sense, S,R, and G are not permanently changing your mesh objects. If you want to make transformations permanent, Ctrl-A and Apply rotation etc. Does that answer your question?

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  • $\begingroup$ Note though that transform operations don't change mesh permanently only if were done in Object mode and thus weren't applied to the object data. If they were done on Edit mode then this won't work. $\endgroup$ – Mr Zak Dec 3 '16 at 16:19
  • $\begingroup$ Yeah, fair point. $\endgroup$ – user3849061 Dec 3 '16 at 19:50
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I don't think there is a modifier that can do this. The Lattice modifier is close but it doesn't transform the object as you might expect if you rotate it.

I think the best thing you can do is to parent the object you want to non-destructively transform to an Empty and perform all the transforms on the Empty instead of the object. If you want to 'undo' all the transforms then just un-parent the object and it will revert to its pre-transformed state (as long as you choose the standard Clear Parent option from the Alt+P menu).

If you want to 'apply' the transforms you did on the Empty to the object itself then choose Clear and Keep Transformations from the Clear Parent menu.

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