A Pivot Point is the point or position where an object is anchored in the 3D space i.e. on the scene. In other words, it is the precise location of your object(s) on the scene.
- A Pivot Point or Pivot Points (depending on how many objects are on the scene) also controls how your object(s) rotate and scale on the scene.
- Changing the Pivot Point of an object allows you to change the rotation point on the object.
This article will address the following questions:
- How do you change the Pivot Point of an object?
- How do you manipulate an object from the Pivot Point?
How do you change the Pivot Point of an object ?
- You can change the Pivot point of an object in object properties. This is applicable only to nodes that contain 3D data (It is not possible for empty objects and lights.) Learn more: FAQ: Why can't I see Pivot in Object Properties.
- Using the "Set Pivot", you can set the position of the pivot relative to the bounding box of a selected object. (For example, this means the bottom will align to the bottom of the bounding box.)
- You can also manually change the pivot location by offsetting it from its original position (For example: Value 1 in the x value will offset the pivot 1 unit value (e.g. meter) in the x-direction, relative to where the pivot originally was.)
How do you manipulate the Pivot Point of an object ?
You can manipulate an object using the WER hotkeys. Manipulating an object is done through the Pivot Point. When you select an object you will see a gizmo appear in the location of the object's pivot point.
- W=Translate - Dragging the handles will drag the object in the x (red), y (green) or z (blue) direction. Dragging the white planes can translate over 2 axis simultaneously (e.g. x and z to free drag over the x,z plane.) This can also be selected from the Gizmo toolbar.
- E= Rotate - Dragging the circles will rotate the object in the xyz direction around the object's pivot. This can also be selected from the Gizmo toolbar.
- R= Scale - Dragging the handles will scale the object in the xyz direction from the object's pivot. To uniformly scale the object, a user can drag the white cubes at the end of each xyz axis.
Tip: You can mouse-over these elements to get a helpful tooltip
- Shortcut Q: Hide Gizmo
- Gizmo movement applies on global scale (toggle X): This means that the gizmo is oriented relative to the entire scene (world) (eg. when the parent is rotated 45 degrees, when selecting its child, its gizmo won't be affected, it will be upright.) - Refers to 2 in the above Gizmo screenshot.
- Gizmo movement applies on local scale (toggle X): This means the gizmo is oriented relative to its parent (local) (eg. when the parent is rotated 45 degrees, when selecting its child, its gizmo will be rotated over 45 degrees.) - Refers to 3 in the above Gizmo screenshot.
- Gizmo at the center of the selected object (Toggle Z): When multi -selecting, it will use a pivot of one of the selected objects. -Refers to 4 in the above Gizmo screenshot.
- Gizmo at the average center of the selected objects (Toggle Z): Setting will only make a difference when multi selecting. -Refers to 5 in the above Gizmo screenshot.