WEBVTT

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All right, let's take a look at the pivot point menu that we've got down here as well

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as the 3D manipulator area and its orientation.

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So in here we've got an option to be able to switch from the default median point to

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any of these other options.

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Now the median point isn't properly expressed really with this selection because we've just

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got this object and so the median point of this single object happens to be its origin

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point but if we were to shift and right select, so hitting the right mouse button with shift

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is going to add to our selection and now you can see that the pivot point has shifted to

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the average point between the two origins of these two objects which is right there.

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Now this object by the way has now become the active element and the active element

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is usually the last selected object which we can see with this lighter orange outline.

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Now that's useful to us because we can switch our pivot point to be the active element and

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now you can see that it's going to jump to that.

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If I shift right select this plane now, we've switched that to be the active object, that's

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now the active element and that's useful for other things in Blender by the way as well

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because if we were to just change the location x value of this one, in fact let's just change

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the y value some more, you can see that it's only altering this active plane object, it's

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not altering this cube object as well whereas if we were to right select on here and then

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copy to selected, it's going to copy from the active element to the selected elements

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so that's kind of a useful thing to keep in mind.

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Also there's several other options where we can copy settings of the active element to

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all the other selected objects so it's kind of like a useful hierarchy to have in mind.

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So let's switch over to the 3D cursor as a pivot point which we've kind of touched on

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before, I'm going to hit 7 on the numpad just to switch to top orthographic and now this

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means if I press R, I can rotate and we're rotating around the pivot point of course

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so the pivot point is now the 3D cursor so we can kind of change that to be whatever

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we want it to be but for now let's just switch it back to the average which is the

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median point and then press R again and you can see we're rotating around the view of

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the camera here of course which is why it might be simpler just to move from the top

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orthographic and you can see that that's rotating around the median point.

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One other thing about this pivot point menu is it's coupled with this option towards the

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side, if I press S now to scale we can see that the objects are getting larger, if we

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actually enable this option it's not going to resize the objects it's merely going to

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scale away from the pivot point so you can see that it's kind of going to explode out

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from that median point.

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I'm going to disable that option for now though and then we'll look over this area for the

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manipulator, currently on screen we can see the manipulator, we can see that it's a translation

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and we've touched on it a little bit, we've grabbed this plane and just moved it out by

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clicking on the green Y axis and you can see that we can click on this first button

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to basically hide it and you can do that with the control space key as well, we can toggle

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on and off the manipulator with the control space key.

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Then we've got these three icons, so the first one is for translation, this curve line here

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is for the rotation gizmo and then this final one here is for the scaling so what we can

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do is we can click on an axis and we can scale it along the X axis in this case, I'm

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just going to hit control Z to undo that, something else that we can do is shift select

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on them all and we can see them all there like that and then I'm just going to from

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the top view again press R to rotate and then middle click and drag out of that view just

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to rotate myself down here and then I'm going to switch from global to local and you can

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see the axis sort of all change for the manipulator there because we've rotated the local axis

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of the plane or of course rotated along with it and then we've got some other options here

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that we will come to later, so I'm going to switch that back to global just for simplicity

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in fact let's undo the rotation as well with control Z, so a couple of other things that

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we can do with this is well a first point is that what we can't do is use any hotkeys

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to switch between the currently selected manipulator type, there's a kind of another paradigm in

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blender for which to sort of move things around and for that we would just simply press on

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the G key to grab or translate really and then R to rotate and then S to scale and what we can

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do is rather than clicking on the axes here what we could do is sort of specify so we can press G

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and then we can press Y to lock it along the Y axis and then we can sort of move it to say about

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here and then just left click to confirm or what we can do is press just duplicate that again with

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G and then Y that same sort of action we can actually key in a specific amount so we can key

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in say negative 3 and that's going to move it exactly negative 3 blender units and you can

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kind of see down in the bottom of the tool shelf the operation that we've just done you can see

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that we've got negative 3 which has been done on the Y axis and you can see it was constrained

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along the Y axis and then some of the details as well so let's press we can also press F6 and

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you'll find that at the location of the cursor in the 3d view and also just in case you hadn't

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spotted it let's just do that again and left click on the Y axis of the manipulator and take a look

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in the 3d headers header bar all the information has obviously gone down here and we're just left

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with some stuff in the bottom left which is to do with the distance that we're moving and you

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can see that we're on a global orientation there and so what we can do is we can press G and then

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X to constrain on the X axis if we press X again we've switched instead of it being the global

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with it switched to the local so let's just rotate around the Z axis a little bit and then

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I'm going to left click to confirm that and then I'm going to press G and then Y to constrain on

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the Y axis but Y again and then we're going to shift to the local axis and then where I'm going

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to say five units and you can see it's kind of come over to here now so you can see that that

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can be quite a useful way of being able to specify which way you want to get around the viewport

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so also what you can do is we can shift select on an axis to lock it so we can't now move it on

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the Z axis because we shift selecting it and you can see it instead constrains along the X and Y

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axis so it's not moving up and down now which is quite handy in a lot of translations and we can

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do that with any of the axes so I can shift select on that one as well and we can see we've

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locked it that distance instead as though we're on a kind of a flat wall that we want to move this

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plane along somehow I'm just going to undo that with control Z though and let's talk about once

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we've selected and moved we can then hit shift and then we're going to sort of get a much finer

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control so I have to move the mouse a lot more to get it to go a further distance basically

