Yeah.
All right.
Let's take a look at the pivot point menu that
we've got down here as well as the three D.
Manipulator area and its orientation.
So in here we've got an option to be able to switch
from the default median point to any of these other options.
Now the medium point isn't properly expressed really with
this election because we've just got this object.
And so the medium point of this single object happens to be its origin point.
But if we were to shift and right select so hitting the
right mouse button with shift is going to add to our selection.
And now you can see that the pivot point is shifted to
the average point between the two origins of these two objects,
which is right there.
Now this object by the way,
has now become the active element and the
active element is usually the last selected object
which we can see with this lighter orange outline.
Now that's useful to us because we can switch
pivot point to be the active element and you can see that it's
going to jump to that if I shift right select this plane.
Now with switched that to be the active object.
That's now the active element.
And that's useful for other things in blender by the way as well.
Because if we were to just change the location X value of this one.
In fact let's just change the Y value some more. You can see that
it's only altering this active plane object.
It's not altering this cube object as well.
Whereas if we were to write select on here and then copy to selected,
it's going to copy from the active element to the selected elements.
So that's kind of a useful thing to keep in mind.
Also there's several other options where we can copy settings
of the active element to all the other selected objects.
So it's kind of like a useful hierarchy to have in mind.
So let's switch over to the three D cursor as
a pivot point which we've kind of touched on before.
I'm gonna hit seven on the numpad just to switch to top off a graphic.
And now this means if I press ah I can rotate
and we're rotating around the pivot point of course.
So the pivot point is now the three D cursor so we can
kind of change that to be whatever we want it to be.
But for now let's just switch it back to the average which is
the median point and then press are again and you can see we're
rotating around the view of the camera here of course which is why
it might be simpler just to move from the top Ortho graphic.
And you can see that that's rotating around the medium point.
One of the thing about this pivot point menu
is it's coupled with this option towards the side.
If I press s now to scale,
we can see that the objects are getting larger.
If we actually enable this option it's not going to resize the objects,
it's merely going to scale away from the pivot point so you can
see that it's kind of going to explode out from that median point.
I'm going to disable that option for now though.
And then we'll look over this area for the manipulator currently on screen,
we can see the manipulator,
we can see that it's a translation and we've done we've touched on it a little bit,
we've grabbed this plane and just moved it out by clicking on the green y axis
and you can see that we can click on this first button to basically
hide it and you can do that with the control space key as well.
We can toggle on and off the manipulator with the control space key.
Then we've got these three icons. So the first one is for translation.
This curve line here is for the rotation gizmo and
then this final one here is for the scaling.
So what we can do is we can click on an axis and we can
scale it along the X axis. In this case we're just gonna hit control, said to undo that
something else that we can do is shift select on them
all and we can see them all there like that.
And then I'm just going to from the top view again,
press R to rotate and then middle click and
drag out of that view just rotate myself down here
and then I'm going to switch from global to local and you
can see the axes sort of all change for the manipulator there
because we've rotated the local axes of the planer, of course rotated along with it.
And then we've got some other options here that we will come to later.
So I'm gonna switch that back to Global. Just for simplicity.
In fact, let's undo the rotation as well with controls. Ed
So a couple of other things that we can do with this is, well, a first point,
is that what we can't do is use any hot
keys to switch between the currently selected manipulated type.
Um There's a kind of another paradigm in
blender for which to sort of move things around
and for that we would just simply press on the G key to grab or translate really?
And then are to rotate and an s to scale.
And what we can do is rather than clicking on the axes here,
what we could do is sort of specify.
So we can press G and then we can press why to lock it along the y axis
and then we can sort of move it to say about here and then just left click to confirm or
what we can do is press just duplicate that again
with G and why that same sort of action.
We can actually key in a specific amount, so we can key and say negative three
and that's going to move it exactly negative three blender units and you
can kind of see down in the bottom of the tool shelf,
the operation that we've just done,
you can see that we've got negative three which has been done on the y axis
and you can see it was constrained along the y
axis and then some of the details as well.
So let's press,
we can also press F six and you'll find that at
the location of the cursor in the three D view.
And also just in case you hadn't spotted it,
let's just do that again and left click on the y axis of
the manipulator and take a look in the three D headers header bar,
all the information has obviously gone down here and
we're just left with some stuff in the bottom left
which is to do with the distance that we're moving and
you can see that we're on a global um orientation there.
And so what we can do is to impress G.
And then X two constraint on the X axis. If we press X.
Again we've switched instead of it being the Global with uh switched to the local,
so let's just rotate around the Z axis a little bit and then I'm
gonna left click to confirm that and then I'm going to press G.
And then why to constrain along the y axis, but why again
and then we're going to shift to the local axis
and then what I'm gonna say five units and you can see it's kind of come over to here
now so you can see that that can be quite a useful way of being able to specify which
the way you want to get around the view port.
So also what you can do is we can shift select on an access to
lock it so we can't now moving on the Z axis because we shift selecting it
and you can see instead constraints along the X. And Y axis.
So it's not moving up and down now which is quite handy in a lot of translations.
And uh we can do that with any of the axes.
So I can shift select on that one as well
and we can see we've locked at that distance instead
as though we're on a kind of a flat wall that we want to move this plane along somehow.
I'm just gonna undo that with controls ed though.
And let's talk about once we've selected and moved we can then hit
shift and then we're going to sort of get a much finer control.
So I have to move the mouse a lot more to get it to go a further distance basically