Transform Components (Edit Mesh >Transform) lets you transform (move, rotate, or scale) polygon components (edges, vertices, faces, and UVs) relative to the normal. You can make additional modifications to the transformed components by editing the following attributes on the polyMoveComponentType node (where ComponentType is Edge, Vertex, Face, or UV) using the Attribute Editor or Channel Box.
This value moves the components along the X, Y, or Z axis.
Enter a value to scale the components along the X, Y, or Z axis.
This value sets the angle by which you want to rotate the components around the X, Y, or Z axis.
The Offset option is only available for selected faces. Enter a value to offset the edges of transformed faces. This option can be used to produce a bevel effect. In effect, using this option uniformly scales a face.
The options window for selected UVs does not contain Local Values.
This value moves the component locally along the X, Y, or Z axis. Positive or negative values indicate how far the components are moved locally.
The path you transform along can be perpendicular, or at any other angle to the transformed face. To transform along a face normal, set the Z value for Local Values Translate to 1, and then click the Move Face button.
This value sets the angle at which you want to rotate the components locally around the X, Y, or Z axis.
This value scales the components locally along the X, Y, or Z-axis.
Enter a value to set the location of the X, Y, or Z point in the local axis. Notice how the manipulator handles change accordingly when you change the Y direction value to 4.0.
Turn on the World Space setting to use the world space coordinate system when you change values randomly. See World space, object space, and local space for information about World Space coordinates.