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Understanding transform orientation

From: Blender Essential Training

Video: Understanding transform orientation

When you start moving objects around in Blender, there are times when you need to move them at angles. So in other words, we need to them at different orientations. So we have a feature in Blender called Transform Orientation that can help us with this. So I have a simple table and chair here. So if you want to take a look at this kind of from the top, I've got these two chairs and I want to go ahead and put this one chair underneath the table. So I am going to right-click on it and rotate it so that it's kind of in the same direction as the table, so it's fairly square to the table, and then I am going to select my Translate Manipulator.

Understanding transform orientation

When you start moving objects around in Blender, there are times when you need to move them at angles. So in other words, we need to them at different orientations. So we have a feature in Blender called Transform Orientation that can help us with this. So I have a simple table and chair here. So if you want to take a look at this kind of from the top, I've got these two chairs and I want to go ahead and put this one chair underneath the table. So I am going to right-click on it and rotate it so that it's kind of in the same direction as the table, so it's fairly square to the table, and then I am going to select my Translate Manipulator.

And if you'll notice here, I've got this manipulator actually is along the global X and Y axis. So in other words, I can't slide it directly in to the table. I can move it this way or this way, and so if I wanted to, I can kind of edge my way into it, but I can't do it in one smooth motion. I can change that by using the transform orientation. And that's this little box here next to our Move and Rotate and Scale manipulators.

So right now it's set to Global and that's the default, and so this Manipulator will match the X, Y, and Z axis of the scene, the Global axis. But if I want, I can change this to match the axis of each individual object. But if I want to, I can change this. Each individual object has its own set of coordinates and we can use those. So I go from Global to Local, notice how that flips.

And now I can just slide that chair straight in, well, it's a little bit off there, but yeah, I can pretty much slide that chair straight in, rather than having to do it this way, where I have to kind of work it in one axis at a time. So typically, when you build an object, you should build it square to the X, Y, and Z axis. And when you do that, by nature, your local axis will keep with the object. We have a number of additional axis here.

The ones you're going to use most are Global and Local. We have another one called Gimbal, and that's for, when you're working with bones and that sort of thing. We have Normal and this actually aligns it to the normal direction of the surface. So this is something you would use when you're actually doing Mesh Modeling. And then also the other one is aligned to view, and this can also be very important. So what it does is gives you an X and Y that are actually always perpendicular to the cameras. So no matter how I move the camera, I can always move it square to that camera.

So if I move it this way, then I can still continue to move it square to the camera. Now this can be very important if you're doing things where you need to move things directly horizontally to where ever the camera is and this will go ahead and calculate that properly. Also don't forget that these methods also work for the other tools. So for example, if I wanted to scale this chair, I would go into a Local mode in order to scale it. So if I wanted to scale it left and right or back and forth, going on the Local axis gives me that.

If I did the Global axis, then my scaling wouldn't be aligned with my object. And the same goes for rotation. I can rotate around the Global axis or around the Local axis and I can also rotate around the view. So by using Transform Orientation, we can Rotate, Move and Scale objects using different sets of axis.

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This video is part of

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Blender Essential Training

94 video lessons · 26802 viewers

George Maestri
Author

 
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  1. 5m 50s
    1. Welcome
      1m 22s
    2. Using the exercise files
      28s
    3. Downloading Blender
      34s
    4. Notes on Blender 2.7
      2m 8s
    5. Using Blender on a Mac
      42s
    6. Using Blender on a laptop
      36s
  2. 30m 32s
    1. Overview of the Blender interface
      6m 6s
    2. Understanding 3D view windows
      5m 23s
    3. Navigating in 3D space
      6m 35s
    4. Configuring user preferences
      6m 24s
    5. Creating custom layouts
      6m 4s
  3. 32m 29s
    1. Selecting objects
      6m 12s
    2. Moving objects
      4m 35s
    3. Rotating objects
      2m 48s
    4. Scaling objects
      2m 16s
    5. Understanding transform orientation
      3m 53s
    6. Changing an object's origin
      5m 27s
    7. Selecting pivot points
      3m 22s
    8. Using Snap to move objects precisely
      3m 56s
  4. 49m 18s
    1. Creating mesh primitives
      6m 36s
    2. Selecting vertices, edges, and faces
      4m 48s
    3. Editing mesh objects
      7m 39s
    4. Proportional editing
      3m 52s
    5. Sculpt mode (Updated for 2.7)
      5m 3s
    6. Sculpt mode
      4m 45s
    7. Working with edges and edge loops
      3m 42s
    8. Extrusions
      5m 18s
    9. Smooth shading objects
      2m 23s
    10. Subdividing meshes
      5m 12s
  5. 50m 31s
    1. Working with modifiers
      5m 52s
    2. Working with subdivision surfaces
      3m 48s
    3. Creating a simple creature
      7m 54s
    4. Symmetrical modeling with the Mirror modifier
      8m 21s
    5. Joining mesh objects
      3m 37s
    6. Stitching vertices
      4m 52s
    7. Finalizing a simple creature
      4m 48s
    8. Creating text
      3m 29s
    9. Boolean tools
      2m 59s
    10. Vertex groups
      4m 51s
  6. 22m 36s
    1. Using the Outliner
      8m 22s
    2. Using layers
      4m 30s
    3. Creating groups
      2m 48s
    4. Working with scenes
      4m 2s
    5. Creating hierarchies
      2m 54s
  7. 54m 26s
    1. Assigning materials to objects
      8m 4s
    2. Diffuse shaders
      6m 47s
    3. Working with specularity
      5m 56s
    4. Using the Ramp Shader options
      9m 45s
    5. Additional shading options
      2m 37s
    6. Creating reflections
      8m 29s
    7. Adding transparency and refractions
      6m 49s
    8. Subsurface scattering
      5m 59s
  8. 1h 6m
    1. Adding a simple texture
      6m 11s
    2. Using bitmaps
      6m 53s
    3. Mapping textures in the UV Editor (Updated for 2.7)
      7m 43s
    4. Mapping textures in the UV Editor
      8m 28s
    5. Using UV projections
      5m 56s
    6. UV mapping a character (Updated for 2.7)
      6m 35s
    7. UV mapping a character
      6m 11s
    8. Fine-tuning UV mapping
      6m 7s
    9. Creating Bump and Normal maps
      3m 15s
    10. Displacement mapping
      3m 48s
    11. Using the Node Editor
      4m 59s
  9. 53m 9s
    1. Adding lamps to a scene
      8m 44s
    2. Fine-tuning ray-trace shadows
      4m 32s
    3. Using spot lamps
      4m 20s
    4. Fine-tuning buffer shadows
      6m 19s
    5. Using Hemi lamps
      2m 32s
    6. Working with Area lamps
      5m 17s
    7. Creating sky and ambient light
      4m 49s
    8. Adding background images
      3m 19s
    9. Creating sunlight
      6m 6s
    10. Ambient occlusion
      7m 11s
  10. 30m 8s
    1. Working with cameras
      4m 47s
    2. Creating camera targets with constraints
      3m 43s
    3. Render properties
      5m 7s
    4. Rendering animation
      5m 13s
    5. Adding motion blur
      4m 10s
    6. Creating depth of field
      7m 8s
  11. 32m 30s
    1. Understanding the Timeline
      4m 3s
    2. Animating objects
      6m 26s
    3. Animating properties
      4m 0s
    4. Editing animation in the Graph Editor
      8m 36s
    5. Using the Dope Sheet
      4m 53s
    6. Path animation
      4m 32s
  12. 39m 59s
    1. Facial animation using shape keys
      4m 40s
    2. Understanding armatures
      6m 2s
    3. Fitting an armature to a creature
      7m 23s
    4. Deforming a character with an armature
      3m 49s
    5. Setting up inverse kinematics
      3m 53s
    6. Controlling the hips and body
      2m 1s
    7. Animating in Pose mode
      2m 47s
    8. Creating a test animation
      9m 24s
  13. 15s
    1. Goodbye
      15s

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