I created an animated torus and afterwards I wanted to rotate it (and the animation) around the Z-axis of the world, so I used an Empty object , I made it parent of the torus and I rotated the empty.

I would like to have the new values of the keyframes after transformations and , it the same, the new values of coordinates of the tore's center in Object Mode like in Edit Mode.

In Object Mode it shows the old values!

I would also like to know:

  • Is it possible , after the transformation , to keep the new position (and animation) of the tore AND to delete Empty object?
  • Is it possible to do all this without to use Empty object? (easier of course!)

Thanks !

--the animation is a translation with many pauses, torus goes from (x,y,0) to (0,0,0) .

This is the torus before the rotation ( the coordinates are the same in Object Mode and Edit Mode )

enter image description here

After the rotation of the Empty object the coordinates are different between Object and Edit Mode

enter image description here

  • $\begingroup$ The animation is only a translation ( with many pauses) to the origin of the World $\endgroup$
    – pren ommes
    Commented Feb 9, 2017 at 19:09
  • $\begingroup$ Looks like you animated your torus in Edit Mode instead of Object Mode, you don't need empties for simple animations $\endgroup$ Commented Feb 9, 2017 at 19:16
  • $\begingroup$ But when I rotate the tore in Edit Mode then the tore don't go to the center of the world! $\endgroup$
    – pren ommes
    Commented Feb 9, 2017 at 19:24
  • $\begingroup$ Sorry @DuarteFarrajotaRamos, I didn't understand your reponse !!! Are there other solutions than to remake my animation in Edit Mode ? $\endgroup$
    – pren ommes
    Commented Feb 9, 2017 at 19:38
  • $\begingroup$ No, don't make it in edit mode, animate it in Object Mode only, unless your are trying to make shape changes $\endgroup$ Commented Feb 9, 2017 at 19:41

3 Answers 3


If I understand what you want, You can Apply Transformations, the object will stay in the same place but the origin will became the Center and location will be the (0,0,0).

  • $\begingroup$ No , for example in the frame 532, before rotation, the coordinates of torus are (1.62,4.97,0) , after rotation 18° around the Z-axe of the world , the new coordinates are (0,5.23,0) in Edit Mode but in Object Mode there are always the old coordinates. Is it possible to have the new coordinates in Object Mode for all frames? $\endgroup$
    – pren ommes
    Commented Feb 9, 2017 at 20:32

If I correctly understand your issue, you created an animation but then had to reposition the whole animation, and the way you did that was by parenting it to an Empty and rotating the Empty - but now it's inconvenient/confusing when editing because the coordinates you see in Edit Mode and Object Mode don't match (even when the Median Point of the selection is the same as that of the Object Origin).

Why this happens

This is a result of the coordinates now being dependent on the Empty. And while we can view the coordinates of the median relative to the World (Global) or relative to the Object container (Local), there is no option to view the coordinates relative to the Parent.

A possible solution

(Save your file before proceeding)

With only your torus Object selected:

Object > Animation > Bake Action...

Baking the action of the selected Object

You have some options to choose from:

Bake Action - options

Here's a summary of what the options mean:

  • Only Selected [only do it for the object(s) you have selected]
  • Visual Keying [re-keyframe it just the way it looks]
  • Clear Constraints [removes constraints once finished]
  • Clear Parents [removes parenting once finished]
  • Overwrite Current Action [change this keyframing, don't make a separate action]

This will recalculate the keyframes based on the object's visual position (meaning the data will reflect the way it looks, taking into account the effects of Parents, Constraints, etc).

After baking, you may end up with more keyframes than you need. You can use your previously saved file as a reference of which keyframes were your originals and delete any you decide you don't need.

In any case, after doing this you will no longer need your Empty, and your coordinates will appear as you'd normally expect them to in Edit Mode. As you can imagine, this can be a fix for many similar situations, not just your specific case.

Example files

Recreation of your .blend here:

The result after baking the animation:

  • $\begingroup$ Thank you very much @Mentalist for your help , your idea is an issue but in my case I 'm not sure that it is faster than to use Clear and keep transformation for each keyframe. Maybe , is it possible to transform this simple animation into a path and then rotate the path as I want ? Thanks again ! $\endgroup$
    – pren ommes
    Commented Feb 11, 2017 at 16:01
  • $\begingroup$ Well go ahead and try both. Do some tests. See what works for you. I know of no way to Clear and Keep Transformation for each keyframe. As for transforming the animation into a path, you might want to check out the Motion Trail add-on, as it seems to be close to what you're describing. $\endgroup$
    – Mentalist
    Commented Feb 12, 2017 at 11:33

One idea is to use Clear Parent (Alt+P) and choose Clear and keep transformation but it is only for one keyframe , we must repeat this operation for all keyframes.

Are there other solutions? Thanks!


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