See also: Adjusting an object's pivot (video)

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 | Relationship to Pivot |
|---|---|
|
Move |
Moves the pivot point (and the object travels along with it). |
|
Scale |
Scales object out from or in toward the pivot point. ![]() |
|
Rotation |
Rotates object around the pivot point. ![]() |
|
Tip: You can change the pivot size by pressing + or - on the keyboard.
|
|
To change the pivot point
The custom pivot manipulator (the translate and rotate manipulators combined) appears. If you're modeling in component mode, multi-component selection mode activates.
You can also use the following workflows:



Hold C or V and middle-drag over another object to snap the pivot to that object's edges or vertices respectively. This is useful if you want to quickly line up components from one object to the other.

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).
To reposition an object's pivot using exact values