Join George Maestri for an in-depth discussion in this video Changing an object's origin, part of Blender Essential Training.
Whenever we move, rotate or scale objects in Blender, Blender needs to keep…track of where all of these objects are.…So every object in Blender is assigned some numbers that tell Blender where…that object is in space.…Now we can take a look at these on the Properties Panel.…I am just going to open that up.…This particular wheel, if I right-click on it, you can see that its Location is…at 0 0 0, in fact, Rotation is at 0 and Scale is at 0, so this is perfectly…positioned at the origin of the scene.…
But if you notice it, well, it's not perfectly positioned because actually the…wheel itself is much bigger than just the origin of the scene.…It actually comprises of volume that contains many points.…But Blender has to have one point to say this is where that object is.…And that point is called the origin of the object or other people call it that…pivot point of the object.…So I am going to go ahead and scale this down here so we can take a look at this.…When you select an object, you will notice that the pivot point is highlighted…
- Navigating in 3D space
- Selecting, rotating, and scaling objects
- Using Snap to move objects precisely
- Creating mesh primitives and extrusions
- Subdividing meshes
- Creating a simple creature
- Joining mesh objects and stitching vertices
- Organizing a scene with layers, groups, and hierarchies
- Assigning glossy and reflective materials to objects
- Creating bump maps
- Creating sky and ambient light
- Understanding ambient occlusion
- Adding motion blur and depth of field
- Editing animation in the Graph Editor
- Building and animating a simple character
Skill Level Beginner
Q: This course was updated on 8/12/2014. What changed?
A: We added a single movie on unwrapping objects, a technique that works differently in Blender 2.7. The rest of the instructions in the course work equally well with Blender 2.6 and Blender 2.7.
1. The Blender Interface
2. Selecting and Translating Objects
4. Advanced Modeling
5. Staying Organized
6. Applying Materials
7. Adding Textures
8. Working with Light
9. Cameras and Rendering
10. Basic Animation
11. Character Rigging
12. Rendering in Cycles
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