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When you start manipulating, rotating, scaling multiple objects, you add some additional variables to your equation. In other words, do you want to rotate all of your objects as a group, do you want to rotate them individually, and when you do rotate multiple objects, around which axis do we rotate them? Within individual objects, it just rotates around that centre origin point, but in terms of multiple objects, we have multiple origins, so we need to determine how do we manipulate all of these objects.
So let's take a look at this a little living room scene here. I'm going to right-click and Shift+Select everything in the scene. If I select my Rotate Manipulator, you can see that at this point it's centered on the couch, which was the last object that I have selected. So when I rotate the scene, I'm rotating around the couch. I'm going to go ahead and undo that by doing Ctrl+Z and let's go through and see what the options we have for rotating all these objects. We find the options here under this little icon and its labeled Pivot Point and this is where we determine how these objects pivot.
So let's go from the bottom up. Now, the bottom one is called Bounding Box Center and what this does is it draws a box around all of your objects, finds a center of the box and that's where we rotate. So this will basically just rotate around the average middle of our objects. We will go ahead and undo that and let's go to the next one, which is 3D Cursor. This again uses that 3D Cursor we saw in the last lesson and this 3D Cursor can be used as a pivot point to rotate objects.
Now, it might not be the perfect pivot point for this scene, but you can imagine there will be a number of situations where the 3D Cursor can come in very handy. Let's say you have a bunch of objects and you want to rotate them around a circle or something like that, where you can place the 3D Cursor in the center of that circle and then when you rotate all those objects, they'll rotate around that center point. The next option that we have is Individual Origins. So what this does is it basically just rotates each object around its individual center point or origin point.
The next one is Median Point and this pretty much works the same as Bounding Box. It's just the average position of everything, but it takes into consideration the relative volumes of objects. So it's not just a bounding box, it's a little more sophisticated than that. And then the last one is Active Element, which again, was where we started and that's basically rotate around the last object that you've selected. So if I were to deselect everything, select the couch, both chairs and select the table last, then we would rotate around the table.
So again, order of selection can be important depending upon what you do in Blender. So anyways, those are some of the ways to rotate and manipulate multiple objects. This also works for scale as well. So if you're scaling objects, do you want to scale them around their individual origins or do you want to scale everything globally. So this works for a number of different things in addition to rotation.
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