How to use Transform Orientation and Transform Pivot point in Blender - Practical 3d Modeling

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  • Опубликовано: 5 окт 2024

Комментарии • 38

  • @Tosmo
    @Tosmo  3 года назад +2

    If you want to become faster and more efficient at 3d modeling, then check out the next video in the Practical 3d Modeling series in which we cover everything you need to know about selection tools in Blender: ruclips.net/video/ujtN6igU1C4/видео.html

  • @JohnGrigni
    @JohnGrigni 3 года назад +9

    Thank you for the tutorial! The difference between Median Point and Bounding Box Center is that Median Point responds to geometry density and Bounding Box does not. For instance - if you take the default cube and subdivide one face a bunch of times, that puts a lot of geometry on one side of the object. If you rotate using Median, the pivot will be much closer to the subdivided side of the cube. If you use Bounding Box, it will be the center of the cube. The same thing applies in Object Mode to a number of objects with one way off to the side. The Median Point pivot will be closer to the crowd of objects, pulled a little toward the one outlying object. Bounding Box will pivot around the center of all the objects.

    • @Tosmo
      @Tosmo  3 года назад +1

      Makes more sense now, thanks. Im sure i could find some use for it eventually knowing how it works.

    • @JohnGrigni
      @JohnGrigni 3 года назад +1

      @@Tosmo For me it's mostly useful in Edit Mode, when I've done some detailing on something and then need to rotate or mirror it but want the parts to line up without manually moving it after. Like a light switch in on position and next to it a switch in off position.

  • @toddspeck9415
    @toddspeck9415 3 года назад +3

    Excellent tutorial. I just learned so many techniques watching this. Thank you.

    • @Tosmo
      @Tosmo  3 года назад +1

      Thanks a bunch, I'm it helped :)

  • @artbybruno1734
    @artbybruno1734 10 месяцев назад +1

    Excellent video! Just what I was looking for! Coming from Maya, I wish there was an easier way to orient the pivot... but I guess we just have to get used to it. This is indeed extremely helpful for modelling. Thank you!

  • @MasterofpuppetsART-mc8ff
    @MasterofpuppetsART-mc8ff 9 месяцев назад +1

    Thank u so much, this is exactly what I was looking for.

  • @pradeepdurai8661
    @pradeepdurai8661 Год назад +1

    14:36 that's a life saver. Many Thanks.

  • @JonnyTenebrous
    @JonnyTenebrous 3 года назад +2

    Useful primer for Transform Orientation and Transform Pivots. I was already already well familiar with this stuff, but am always open to discovering new insights to familiar subjects. In this regard, I heard you state that "3d Cursor Transform Orientation" was not something you find a lot of use for during modeling. I get the feeling that Blender devs have long felt the same way. But, I'm suggesting that there is a *lot* of power in this feature when upgraded by a commercial addon called "Gizmo 3D Cursor" (available on Blender Market, etc - no, I'm not affiliated). It does exactly what it says... it allows you to manually transform and rotate your 3D cursor with a standard Gizmo, as well as save these positions to a recall list, and use this as your Transform Orientation. Why on earth this is not a built-in option within Blender I cannot say... it was *almost* there in 2.8 because you can now snap the 3D Cursor to faces and rotate it (but without any precise visual indication). Anyhow, with the addon, the transform gizmo can now be made to behave exactly as in ZBrush. It gives you the ability to define any transform orientation you want, quickly and on-the-fly. It can do what the "Normal" vector transform orientation can do, but with more fine-grained control. I model every day for a living, and use this constantly. Cheers.

    • @Tosmo
      @Tosmo  3 года назад +1

      Thanks, that does sound like a useful addon to have on hand. I'd give it a try :)

  • @michaelbuddy
    @michaelbuddy 3 года назад +3

    Fantastic. This is one of the most critical areas of modeling, but too "boring" to go in depth on generally or people just forget about it.

    • @Tosmo
      @Tosmo  3 года назад

      Yup, it's a dry area to discuss, so I wanted to cover as much relevant info as quick as possible, hope it helps :)

  • @rkamo88
    @rkamo88 2 года назад +1

    Really helpful, thanks!

  • @jaronjackson6913
    @jaronjackson6913 3 года назад +3

    Love your work. Can you do a video on how YOU customize your UI preview/viewport settings to get your models to look the way they look on screen. eg. 11:28 Thx

    • @Tosmo
      @Tosmo  3 года назад

      Yes, I will definitely consider doing a UI viewport setup video sometime soon

  • @moshezig1
    @moshezig1 2 года назад +1

    Clear and good

  • @TanasicPredrag
    @TanasicPredrag Год назад +1

    This Video is Gold! Thank you! :)

  • @carloscalvogarcia5520
    @carloscalvogarcia5520 3 года назад +1

    Thanks, very clear.

  • @chaldean7043
    @chaldean7043 Год назад

    Thanks for this explanation i really needed this tutorial. Thank you, you got a new sub.

  • @xpyctyc9429
    @xpyctyc9429 3 года назад +2

    Hello. Thanks for your videos its very helpfull. =). May be to amplify perception it would be better to turn on the option that in real time shows buttons you press at the moment at the lower left corner. Sorry don’t know its exact spelling =/ but it built in blender or appears when you click certain add-on. Waiting for new videos. And sorry if anything’s wrong its not my native language. See you in next video =)

    • @Tosmo
      @Tosmo  3 года назад

      Thanks, I need to update the screencast keys addon, it was working in 2.83 LTS but not 2.9 for some reason.

  • @olnchanel7627
    @olnchanel7627 Год назад +1

    Very nice.thaks🙏🙏🙏

  • @el1enay
    @el1enay 11 месяцев назад +1

    Thank you!!!

  • @dubtube6691
    @dubtube6691 10 месяцев назад

    puu, now I realized how easy it is in Maya ^^

  • @toapyandfriends
    @toapyandfriends Год назад +1

    tysm!

  • @ZeroDean
    @ZeroDean 2 года назад +1

    I created a cube while editing another object. After separating the cube, the local pivot of the cube doesn't correspond with the directions of the cube (it corresponds to the original object it was a part of). How do I manually adjust the pivot point for the cube so it again aligns with the standard directions of the cube?

    • @Tosmo
      @Tosmo  2 года назад +1

      Select the seperated cube in object mode. In the object menu near the modes drop down and go to Set Origin> Origin to Geometry

  • @fookustudios3279
    @fookustudios3279 3 года назад +2

    Oh for the love of crumb cake how do I change the bloody axis orientation without rotating the object? On my 5th hour of searching for this simple answer. Even 3ds Max makes this ez.. Does anyone know how to do this? Every tutorial I watched is just about how to move pivot points and rotate objects in local, global space or whatever. No one has this anwser.

    • @Tosmo
      @Tosmo  3 года назад +1

      Switch transform orientation to 3d cursor using "comma key">Cursor. Tap "N" to bring up the right side panel, go to view > 3d cursor > rotation... That should do it.

    • @fookustudios3279
      @fookustudios3279 3 года назад +1

      Okay, Hulk found answer. Ctrl + . (period) key seems to do the trick. Hulk no longer smashing. :-0

    • @Tosmo
      @Tosmo  3 года назад

      Discord server linked the description if you need more help 😃

    • @fookustudios3279
      @fookustudios3279 3 года назад +1

      @@Tosmo Thanks for the quick reply. I'll check that out as well. :-)

    • @fookustudios3279
      @fookustudios3279 3 года назад

      @@Tosmo Ahh warm fuzzy warm fuzzy, thanks man much appreciated.

  • @andreruf2145
    @andreruf2145 Год назад

    Thank you so much for this video, I learned a lot, and I understood everything except one thing that I can't reproduce, it's at this timeline 14:11 . How did you do? If I do S and X and 0 on a face of a cube to put it back at 90°, it connects the two edges and makes the face disappear.

    • @Tosmo
      @Tosmo  Год назад

      I am also selecting and active element, in this case a single edge so that anything else I am selecting gets transformed relative to that edge. Other wise parts may just transform to the relative median point of all the selected geometry.

  • @dubwork
    @dubwork 3 месяца назад

    as a Maya user I will never understand why it is so complicated in Blender

  • @safesafe-vv2pl
    @safesafe-vv2pl Год назад

    Blur video see nothing