The pivot point defines the position around which objects or components are rotated and scaled. By default, the pivot point of an object or group of objects/components is located at its center. If you want to rotate an around a specific point, like a forearm rotates from an elbow, you need to adjust the pivot's position.
Custom Pivot mode is the default method for setting object and component pivot points.
Transformation
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Relationship to Pivot
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Move
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Moves the pivot point (and the object travels along with it).
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Scale
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Scales object out from or in toward the pivot point.
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Rotation
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Rotates object around the pivot point.
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To change the pivot point
- Select the object(s) or component(s) to be transformed.
- Select a
transform tool.
- Enter
Custom Pivot mode by doing one of the following:
- Press D (or hold it) or Insert.
- Click
Edit Pivot in the
Tool Settings.
The custom pivot manipulator (the translate and rotate manipulators combined) appears. If you're modeling in component mode, multi-component selection mode activates.
Tip: Use the
Pivot Manipulator options in the
Manipulator preferences to hide or adjust the orientation handle of the custom pivot manipulator.
- Drag the custom pivot manipulator to move or rotate the pivot. You can also use the following hotkeys:
- Exit
Custom Pivot mode by repeating step 4.
Note: Custom pivots are preserved when you switch tools, or when clicking from one object to another in
Custom Pivot mode.
You can reset a modified pivot's position/orientation at any time by right-clicking the scene and selecting any of the
Reset Pivot options (only in
Custom Pivot mode).
In addition to using
Custom Pivot mode, you can also position an object's pivot by inputting exact values in the Attribute Editor.
To reposition an object's pivot using exact values
- Open the
Attribute Editor and click the transform node’s tab.
- In the
Pivots section, turn on the pivot display options so you can see the effects of editing the pivot values.
- Do one of the following:
- In the
Local Space section, type X, Y, and Z coordinates for the
Rotate Pivot and
Scale Pivot relative to the object’s origin.
- In the
World Space section, type X, Y, and Z coordinates for the
Rotate Pivot and
Scale Pivot relative to the world origin.