Is there a way to rotate only the origin, without rotating the geometry? All I can think of is rotating the whole object in object mode. Once the local axis points in the direction I need, then I go in edit mode and rotate the geometry back in the opposite direction, to its original position. I can live with that, but is there another (faster) way to do this?
First go into Edit Mode (Tab). Select the whole mesh (A) and copy it to the buffer (CtrlC).
Leave Edit Mode Tab and rotate (R) your object as you like. Then go back into Edit Mode, delete the whole mesh (X or DEL).
While still in Edit Mode, paste the mesh from the buffer (Space and type "Paste Selection from Buffer" then hit Enter).
Now leave Edit Mode and the mesh is back in place, but the object is rotated.
Not a direct button to do what you want, but this is pretty quick to do.
WARNING : This will lose any modifiers and materials on the object – gandalf3
- Add a plane and move it to where you'll want the origin to be.
- Select your object, hold Shift then select the plane.
- Press Ctrl+J to join them.
Object's transformation values will be set to plane's transformation values.
- Press Tab to switch into Edit Mode.
- Delete the plane.
NOTE: You'll have to rename the object as its new name will be "Plane".
I don't understand why Ctrl+A doesn't work for you?
Let's say your object is currently rotated at 90 around Z.
You want it to be rotated to 180, but you don't want to change the orientation of your geometry.
So your geometry is rotated to "0", where you want it to stay.
So right now, you have on offset of 90 between your object and your geometry, but you want an offset of 180.
So why not do this:
Rotate the object to 270 - this moves the geometry to 180.
Hit Ctrl+A to rotate the object to 0 without affecting the geometry. Now you have an offset of 180 between your object and your geometry.
Now, rotate the object to 180, where you want it, which will rotate the geometry to 0, where you want it.
Basically, you just rotate the object so that the offset between the geometry and 0,0,0 is the offset you want, then hit Ctrl+A to set the object's rotation to 0,0,0 without effecting the geometry, then rotate the object back so that the geometry is back the way it was. If you've done your math correctly, your object will be rotated to the right spot.
There is another way, which I use a lot, but firstly you need to make sure the 'Region overlap' is un-checked in the edit/preferences/interface window. This reveals an 'options' dropdown menu in the top right corner of the viewport(make sure the toolshelf is visible by pressing 'N'). From here you can select origins and edit the origins of one or many objects at will. I hope this makes sense. Just be sure to un-check this when you are done so you can return back to geometry editing.