Blender Essentials for Beginners: Transform and Gizmo Basics | 3D Tudor | Skillshare

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Blender Essentials for Beginners: Transform and Gizmo Basics

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Blender Essentials for Beginners: Transform and Gizmo Basics

      1:34

    • 2.

      Mastering Transform Tools and Gizmo Controls in Blender

      3:22

    • 3.

      Precise Object Movement with Axis and View Constraints

      4:50

    • 4.

      Trackball and Axis Locked Rotation in Blender

      3:22

    • 5.

      Uniform and Axis Scaling with Smart Object Variations

      4:25

    • 6.

      Mastering the Transform Gizmo for Precise Control

      3:40

    • 7.

      Understanding and Setting Object Origin Points

      8:28

    • 8.

      Advanced Origin Control with Affect Only Origins

      7:20

    • 9.

      Mastering Location, Rotation, Scale and Origins

      9:39

    • 10.

      Using Dimensions for Accurate Real World Scale

      4:41

    • 11.

      Applying Transforms and Resetting with Ctrl A

      10:10

    • 12.

      Global vs Local Transform Orientations Explained

      6:28

    • 13.

      Normal, Cursor and Parent Transform Orientations

      12:31

    • 14.

      Mastering Transform Pivot Points and 3D Cursor Control

      11:47

    • 15.

      Speed Up Modeling with Grab Rotate Scale Shortcuts

      7:59

    • 16.

      Scene Cleanup Using Grab Rotate Scale and 3D Cursor

      9:37

    • 17.

      Fix Transform Issues Origins, Parenting and Scale

      13:37

    • 18.

      Fix Mirror Modifier with Custom Transform Orientation

      6:21

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About This Class

If you’ve ever watched a prop snap to the wrong place or rotate unpredictably in Blender, you’re not alone. In this concise beginner class, I’ll share the simple diagnostic habit I rely on in production to fix those frustrations fast: checking an object’s Origin, Orientation and Scale (the OOS Check). Over 17 focused lessons you’ll learn to control the Move, Rotate and Scale tools with confidence, then use those habits to build and personalise your own post‑apocalyptic outpost scene using the included modular kit.

[Click Here for Resource Pack]

What You Will Learn

  • Place objects exactly where you want them: Position and align props cleanly using Blender’s Move, Rotate and Scale tools with axis, plane and view constraints.

  • Control origins, pivots and orientation modes: Switch between Global, Local, Normal, Cursor, Parent, Gimbal and View orientations and set custom pivot points so transforms behave predictably.

  • Arrange and duplicate with precision: Use numeric input, the 3D Cursor and pivot modes to arrange and duplicate props efficiently, even in dense scenes.

  • Reset and apply transforms properly: Clear hidden rotation, location and scale issues with Alt G, Alt R, Alt S and Ctrl A to ensure objects behave as expected.

  • Diagnose and fix problems using the OOS Check: Develop a repeatable habit for catching negative scales, misplaced origins, parenting mistakes and mirror misbehaviour before they derail your scene.

What You Will Finish With

You will complete this class by assembling and personalising a small post‑apocalyptic outpost using the modular kit. More importantly, you will leave with the OOS Check habit — a simple method for diagnosing origin, orientation and scale issues so any object behaves the way you intend. Once transform control is second nature, every other Blender workflow — from modelling to animation — becomes more predictable. Head to the class project tab to build your outpost and share your progress.

Who This Class Is For + Prerequisites

This class is for complete beginners beginning their 3D journey and for returning users who can open Blender but still struggle to control objects in a scene. No prior modelling, materials or rendering experience is needed — we focus solely on object transforms and troubleshooting. You will need Blender 5.0.2 installed and a keyboard and mouse (a full keyboard with a Numpad is helpful but not required). This class does not cover modelling, materials, rendering or Unreal Engine export.

Software, Materials, and Resources

This class uses Blender 5.0.2. You will need a computer with Blender installed, plus a keyboard and mouse. The included resource pack contains a small post‑apocalyptic modular kit: floor tiles, ceiling tiles, walls, pillars, a broken wall, a window, a wooden pallet, a crate, a gas canister, an empty cardboard box, a rusty ladder, a broken cabinet and a metal ammo box. There are no paid add‑ons or external tools required. A link to download the resource pack is provided in the class materials.

Until next time, happy modelling everyone!

Luke

Once these habits are second nature, explore the next step in our catalogue: my modular environment modelling class, where you’ll build a complete scene from scratch using the same disciplined workflow.

Meet Your Teacher

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3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

Level: Beginner

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Transcripts

1. Blender Essentials for Beginners: Transform and Gizmo Basics: Hello, everyone, and welcome to Blender Essentials for Beginners transforms and Gizmo basics. If you have ever opened Blender, grabbed an object, and somehow sent flying into the void, rotate it into an absolute nonsense, you are in a right place. In this course, we are going right back to the foundations and properly learning how to control objects in Blender with confidence. Will cover the core transformation tools like move, rotate, and scale, and we will break down how Gizmo actually works. From there, we will explore professional pipeline techniques, customizing origin locations and rotation and fixing meshes with their starting positions for easier export. We will also cover one of the biggest beginner sticking points in Blender, which is object origins. You will learn what they are, why they matter, and how they affect rotation, placement, pivoting, and even modifiers. As the course goes on, we will move into transforms orientations, pivot point controls, item panel values, dimensions, and the important habit of applying transforms correctly. And finally, we will tackle some real world problem solving, handling awkward object behavior and understanding how to get clean, predictable results. So if you want Blender to feel less confusing and a lot more controllable, let us get started. 2. Mastering Transform Tools and Gizmo Controls in Blender: Hello and welcome everyone to Blender Essentials for Beginners Transform and Gizmo Basics. And we're going to start off by saying real quick that this is a resource pack which you're able to get. We're going to be using it to popularize ourselves with the basics of Blender. It is not necessary, but feel free to download it and follow along with the lessons. Next thing is on the bottom left hand corner, you will always see the keys I am clicking. So whether I'm using shortcuts with keyboard or whenther I'm using a mouse, you will see exactly which buttons I am using. So without further ado, let's get right into it. P spurs is we're going to familiarize ourselves with the scaling transforms and rotation tools. In order for you to see that, you'll be able to click on this little icon over here on this arrow, which will open up the option tab bar that has all of these options. You can also click T to close it or open it as a shortcut. For first option, we're going to use Move Tool. By clicking on this option over here, you'll have an option move around objects when selected. If you're not seeing any of the items being highlighted when selected, you might have an option ticked off. In the top right hand corner, if you have show overlays ticked off, you won't be seeing the highlighted section. So keep that in mind. If you have this show Gizmo turned off, you won't be seeing the Gizmo itself. So make sure that these both are turned on. With this option turned on, you should be able to see the Gizmo on your selected object. If you're still not seeing this set Gizmo, make sure to click on the arrow over here and enable active tools. With this option on, you'll notice that you should be seeing this active Gizmo. Depending on the tool you're using, it's going to have different sort of gizmo. And these gizmos end up being a particular size depending on the screen. So if we have this object further away from us, this gizmo is going to look quite big in comparison to the object. But once we get closer, we'll have it relatively small in comparison to this box object. We want to change the Gizmo size itself relative to the screen, we'll have to go onto edit preferences, go on to viewport settings and then use Gizmo size. By changing this, we can change up the scale, so it can be quite large or small. So it is up to you. We can also click Backspace, while severing our mouse over this value to bring it back to the default 75 pixels of size. So that's the default size that we're having. So, yeah, that's going to be it from this lesson. If you're enjoying it so far, please leave a like and a review as it helps out to continue making more teaching material for you guys. I'll be seeing you in the next lesson. 3. Precise Object Movement with Axis and View Constraints: Hello and welcome back e rod to Blender Essentials for Beginners transform and Gizmo Basics. Now that we are onto the selected object, Zoomed in, nice and personal, we're going to start off by using Move tool. So you can either click on this button over here, or as you hover over, you'll see that there is a shortcut Shift space bar and G. So if I was to be on another object selection or another tool, I could click Shift Spacebar, which will pop up with this menu, and then we can either select it through this menu or just click G as previously mentioned. So that will allow us to go onto the Move Tool. Oh, let's talk a little bit about the move tool. I'm going to bring in an enhanced version of what we're seeing with the Gizmo. You'll notice that the arrows are flipped, and the reason for that is because they indicate which direction the axes are facing. That's going to be based on the world location, rotation of an object, and which transformation orientation we're using, which we're going to get to that in a bit. For Saras, let's talk a little bit about the Gizmo itself. So each one of the transforms tools will have its own unique Gizmo, but they work relatively similar. So at the very start in the centerpiece, we'll have an option to allow us to move an object based on view angle. So for example, if we are positioning ourselves to be at the diagonal angle, so we can move this through the side diagonally or to the right diagonally. We can also go up and down, so if I was to have my camera position from the top, able to use this metal circle to essentially bring it over to the top back to the wall or closer to the edge. Like, so one thing to note is because it's purely based on the viewpoint, if I was to not have it completely over the top view and just slightly off, you will notice that once we start dragging it across, we are going to make it basically float. So the recommended use for this would be to use orographic setup. If I was to just simply use the Gizmo on the right hand side to just go to the top down view, we'd be able to then have perfect top orthographic view, same for left or right view, which will allow us to then move it in exactly desired direction. So this is quite good thing to know. So top down view, we can just reposition this box, for example, over more on the side and have it a little bit more separated from the canister. Maybe that's something we want to do. So next up is we have the arrows. Arrows will allow us to essentially move the object in the desired orientation. So the top arrow will allow us to move this in this axis upwards. If I was to click and hold on this arrow, we'll see that there is a line now appearing which shows us which axis it's being locked up to. So now we can only go up and down with this object. Then we also have red and green arrows, respectively for X and Y axis, which again, allows us to lock the object in to these two axes, just like so. What's really cool is going to be these squares over on the side. These squares will allow us to block one specific axis. So for example, if I was to use this green square over here, we'll be blocking it this green axis. So it's not going to be using it. It's only going to be going in Z axis and X axis. So if I was to use it, so, you'll notice that we're now going in Z axis and X axis, so we can't bring this box back. But if we're using this little square over here at the bottom, which blocks the Z axis, it's going to allow us to move it in X and Y directions, meaning that it is going to be equivalent of having the top down view and moving it like we did with the middle circle. So just like that, we're able to move it around, and maybe we can now bring it a little bit closer from the edge, making sure that the box is not tipping over from the floor. All right, so that's going to be it from this lesson. And next one, we're going to cover the rotation. So thank you so much for watching, and I'll be seeing you in a bit. 4. Trackball and Axis Locked Rotation in Blender: Hello, and welcome back everyone to blend Essentials for beginners transforms and Gizmo basics. In the last lesson, we cover the transformation tool. We're now going to move on to the rotation tool. Let's go ahead and select it, and you'll see we have now ourselves a different Gizmo. The shortcut for it is shift space and using this rotation or clicking R or just simply clicking on the icon on the left hand side. And once we click on it, it's going to be relatively similar to the transformation except it's going to focus on the rotational axis. So instead of having something in the center like a small little bubble, what we have over here is a tracking ball that is going to essentially let us move it freely, our box in any direction that you want, we can go up, down, and we can rotate it around. So it's very similar to the Trackball. To use it, you simply have to click within the zone of the rotation, everything except for these colored lines that we see. So if you click on basically this area over here, we'll be able to, well, rotate it around. And just like that, we can have some real nice control over the rotation. I say control, but it's more like a free choice of just rotating it around. We can just slightly tilt it, maybe make it seem like it's offset from these steps. Maybe this one is, like, cracked a little bit, so it's going into the ground. And that's going to the quarter, right? F. All right, so next up is we have these lines, these colored lines. So the colored lines will be axis lock. So we have the green, which is going to lock Y axis. We have the red covering the X axis like so, we can rotate it in that direction. And Z axis, it's going to just make sure it rotates around the Z axis. If at some point, you're not sure which axis you're facing, just look at the top right hand corner and you'll see the axis for the world environment. So next up, we have one more extra tool over here, and that's going to be this little white line at the very corner. So it goes all the way around our lovely circle, and that allows us to rotate it based on the viewport of the way you're looking. So right now we are looking this way and it's going to allow us to rotate it like so. And if we were to have it from the top down view, we'll be able to rotate it from the top down view. And if we're angled, that's also going to give us an impact. So all of it is very lovely stuff. And yeah, that's pretty much the rotation setup. In the next lesson, we're going to go ahead and cover the scaling tool. So thank you so much for watching, and I will be seeing you in a bit. 5. Uniform and Axis Scaling with Smart Object Variations: Hello, welcome back everyone to blend Essentials for beginners transforms and Gizmo basics. Now we cover ourselves through rotation. Let's go and move on to scaling tool. So if we were to click on this little button over here or you shift space and S, we can essentially use this Gizmo to scale it up and down. So we have the first one, the first option right in the center. That's going to be the ability to scale it up and down in regards to the whole object. So no different transforms is going to be changed. So in regards to the transforms, first thing that we have is, as you can see, we have two circles. One is going towards the centerpiece and another one goes all the way around. And basically, the area that is in between them is going to allow you to scale it up or down. And this circle just shows the original value at the very center, shows the original value of the scale. Once we start scaling it up, it's going to expand, so you'll be able to see manually through this gizmoe that it is expanding if I was just to use it, like so you can see it expanding from that default grade out no circle. We make it smaller, it's going to be smaller that original circle. So that helps us to kind of visualize how it looks like on the screen. Next up, we have the usual setups. We have the ability to control X scaling, like so, we can extend this box, make it very chunky. We can widen it up using the Y. So yeah, the Y scale, like so, making it very wide as a box or again, we can also just use Z axis to make it much, much taller. Now we have ourselves a chunkier base. All of these options can be quite useful to making some alternative versions of an object. So for example, this one over here can be duplicated if we were go back to move tool, use shift and D and escape, we're able to then duplicate the object, move it off to the side. And now with this, we can use rotation rotate it a little bit to another edge so we wouldn't have the same rotation. Go to the scale tool and we can use a set of axes to kind of make it quite a bit taller. Now, it looks like a completely separate box. Maybe we can also bring it back using the move tool a little bit more to the back, and there we go. We got ourselves two interesting looking boxes by just simply using the gizmos that we have. And now going back to the scaling, what we can do is we can also scale it in terms of locking the axis. So using these squares over here, we'll be able to lock individual axis. Again, the blue square will lock with that axis. So if we make yet another box, let's say, putting it into another corner, I'm going to use just move tool over, like so, and this time, I will shift D, escape, make a duplicate, put it up into this corner, use the rotation, just kind of align it more with the corner of the wall, and we can even use the blue square. We put it like so. And then going to the scale mode, we can use the same blue square to kind of widen it up but not change the height of it. It's going to look very, very interestingly on this corner. I think that's looking quite nicely. There we go. Maybe we need to raise it a little bit, just like so, and we have multiple boxes in our scene now. All right, so that's going to be it for me. Thank you so much for watching, and we will be seeing each other in a bit. 6. Mastering the Transform Gizmo for Precise Control: Hello and welcome back everyone to blend Essentials for Beginners transforms and Gizmo basics. In the last lesson, we went over some scaling, how we can use it and how we can combine it with our previous Gizmos to get some interesting results for these boxes. Next up, we're going to talk a little bit about the transforms option. So if we click on this or you shift space and use the transforms option over here, we'll get ourselves this monstrosity. I call it monstrosity because it gives us so much control, but at the same time, because of the lack of restriction, it might be a little bit finicky or TDs to use. And the reason I say that is because this option has everything. I'm going to pull up the enhanced version just so we could explain a little bit about this. And we have option to scale it. Using these options over here, we also have an option to rotate it. So by using the axis, we can rotate it. We can also use this white box around to rotate it, and then we have move tools. Move tools will allow us to, well, move it in the direction of XYZ, as well as we can use this little ball in the middle to move it around based on the axis. So all of it, as you can see, is very interesting because it allows us to move it and position it in exactly the way that we want without worrying about or fidgeting with the gizmos. And the reason I say it's the downside is because, well, it is quite fidgety because all of these parts are squished up together. They can be a little bit tedious to you. So my recommendation with a use like that is maybe it's a good place to start, especially if you don't want to go between multiple gizmos. And the other reason for using this would be if you have a touchpad, if you have a drawing tablet or something of the sort, you might feel this more at ease because you don't exactly need to use a keyboard. Everything is going to be on your fingertips. That is quite nice. So as a quick practice, let's go ahead and copy some of those gas canisters and put it onto the side. So we're going to hit Shift D and escape, make sure that we are just duplicating it and keeping it in the same location. Then going to move it using this transformation Gizmo or, like, so endless place it in the corner and also rotate it just like that. And now we're going to do, again, shift D, escape, and put this. In another way. So we can, for example, maybe lay down on the floor, raise it up a little bit. And just like that, we got ourselves a nice little setup. Maybe we can even squish it for this particular setup, maybe squishing it in Zac. There we go. Something like this is going to make it look quite flat, like a different type of canister, perhaps. And I'm quite happy with this result. Yeah, it looks too thin, maybe it was empty and it got tipped over. Good little storytelling to do. All right, so that's going to be it for this lesson. Thank you so much for watching, and I will be seeing you in a bit. 7. Understanding and Setting Object Origin Points: Hello and welcome back everyone to blend Essentials for beginners transforms and Gizmo basics. Now, before we get on with the rest of the tools and the options and how we can use transforms to our advantage, let's go ahead and learn a little bit about origin points and what exactly they are. So you might have noticed at this point that at every single tool, you have a little orange.in the middle of an object. It might always be in the middle of the object, though. For example, if we were to select this wall over here, it's going to be in a corner. And essentially what this is is when we have this little.in our selection of an object, it shows where the centerpiece of that mesh is not the centerpiece, as in the center of, like, a volume of an object as a whole, but where the Objects instance, consider the placement of that mesh, the origin of that to be. Based on that, it basically determines the location of each individual vertice. And we can also use this origin point to determine placements as well as rotation or an object as a whole. So for example, if we have this wall selected in the back and we go to rotation, we can rotate this wall based on an origin point. So that is pretty good. If we have something like this box selected, which has the centerpiece of the origin point being placed in the middle, yet it's placed at the bottom. We can technically make a bit of rotation like this. So the box itself will look like it's placed more at the base. The best way of thinking of it is that the mesh itself is the shape, whilst the origin is a handle that controls where the object is placed, as well as its rotation based on that origin point. In order for you to control that, in order for you to place it in other places, what you can do is you can change it. By selecting an object and making use out of just simple selection, you can be in any one of the tools. I just prefer to be in a normal selection. We can right click, go to set Origins, and we have a whole bunch of options to choose from. First one is going to be geometric origin. That means it's going to put to the volume of the mesh itself. If we were to click on it, we will put the origin point to the center of this mesh. You can see what happened, though, I placed an entire mesh into the ground. So if we're not careful, going to get a little bit of an issue. I think this one also, we also had this create at the base with the origin. If I was to right click, set it to geometry to origin, it's going to move our entire mesh to the origin point. There is another version though we can use set origin to geometry. So we're going to move the origin point to geometry, the main center point. To the volume of the mesh, which is going to leave centered. Now, with the center, we can, for example, go to rotation, and we can see that we're rotating it in the centerpiece. So if we have an object that's maybe like a canister over here, we set it to origin toeometry. We're going to get it like how the origin point now didn't go to the very center of the mesh instead it went a little bit higher. The reason being is that it grabs the volume of the pass. So if we go to edit mode real quick by hitting Tab, we'll see that we have more faces at the upper section with the cap, and because of that, it's going to give us this sort of an origin point. So that would be quite useful. But if we want more control, we can use other items. So the other thing that we can use is the use of origin to free cursor. The precursor itself is a little item that can be placed anywhere within a Blender scene. By holding Shift and right click, you can see us moving this little piece over here. So by just moving it around, we can essentially click on anywhere like this corner over, like so and determine where the predecursor is. Then using this predecursor, we can use set origins to free decursor just like that. And now we have it in the corner. Using it, we can rotate our canister maybe to the side, like so and we can just have it spill somewhere up in the edge if we want to. That would be pretty nice as well, just like that. Ours I don't really like displacement. I'm going to click Control set to undo it. But yeah, it helps us to maybe rotate it around and over side, like, so and that looks quite nice, I think. A quick little tip, if you want more control with this free cursor, what you can do is you can select an object. You can hit tab to go into Edit mode. And then afterwards, you can either use vertex selection or face selection, even edge selection. All of it works. You can select a vertical like so you can hit ShiftinS and use cursor to active. That way, it puts it directly on your selection. Afterwards, we can go back on to object mode. So, we can right click. We can set origin to precursor, and now we have it directly on the very corner. So now if we were to rotate this, it's going to rotate it all the way across, like so it's quite useful little option to have. And whilst we're here, we can duplicate this box. We can hit Shift D and E scape. You make a duplicate mesh of this item. And the reason I wanted to do that was because I wanted to show you that origin points are being kept by duplicate items. So you can see that this item has the origin point this orange.in a corner. This item will also have it in the corner. Even if we move it, the corner will still stay the same. Couple of other options that we have over here is, if we set origin point to origin to center mass, it'll essentially calculate the entire surface area of this box and place our origin right in the center. And this is great for more thin objects. So, for example, the cardboard, you can see it's relatively thin as a mesh. It will work way better. The other option is if we use set origin points to volume. So this one is going to calculate the volume of the mesh itself. I would like to note that it doesn't like non manifold geometry. It needs consistent phases. So if we go onto the mesh itself, here is just normal topology, all is good. But if there are some let's say, issues with topology, like this where it can't exactly estimate the right normal phases, it can have some problems with the volume itself. We're just letting but both options work quite well. So for example, if we grab the sister previously, you saw that origin to geometry is going to offset it in a corner. But if we want a nice middle section using both surface or volume will work quite well for us. So it's something to keep in mind. And yeah, that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit. 8. Advanced Origin Control with Affect Only Origins: Hello and welcome back on to Blender Essentials for Beginners, transform and Gizmo basics. In the last lesson, we went over different and various ways for adjusting the origin point, a lovely little thing that's very functional for meshes and very much needed. Let's go ahead and continue on with additional parameters and see how else we can adjust this origin point. Oh, one thing that we can do it manually is by going to the options at the top right hand corner, and we can select Affect Only Origins. If we select that, we'll notice that now our origin is giving a different Gizmo. You can see we're having these Gizmo icons over here, and I believe that's going to be for whichever tool we use, we're going to see these additional handles. So because we have this Don for Origins. When we are moving an object is not going to be moving, it's actually just going to be moving this little tiny dot that we have over here. So using this, let's try to align it back to the angle of our canister. So right now, we're putting it to the bottom, like so, and if we go to the top, we see that it's also a little bit offset with rotation. So the other thing that I'd like you to know is that every origin point will also have its own rotation. So if we try to realign it, which by the way, is going to be very important coming back. But if we try to align it using the set axis, we can just slightly offset it. The other thing that you might have noticed is that origin point is also going to include its own rotation. So right now it's rotated in this area, and that's basically based on, well, the origin point itself. We can rotate it. So if we go to rotation point, we could, for example, rotate it like so, and now it'll think that this default rotation is how the object is meant to be. If I was to go back to move and turn off the origins, like so, we'll see that nothing happens. But as a quick highlight, we're going to go into this a lot further. If we were to change from global to local axis, we'll see now that it's facing straight. So before if I was to grab, for example, a canister over here, you'll notice that the arrows are facing in the right direction based on the rotation of the canister. But now we rotated this origin point, and now it thinks that the local rotation is, well, almost identical to the world origin. So that's one thing we could do the other thing that I like to let you know is that we can adjust the origin points by doing it indirectly by keeping it as that centerpiece. But if we go to edit mode, so let's say we select, let's say we select back to the Scanister. We're going to torture the Scanister a little more. If we go onto Edit mode, can select entire mesh. We can go into rotation, and then we can rotate the mesh. So now we're not rotating an object, but we're rotating everything inside of the object, all the vertex information. Meaning that when we're rotating this, the origin point itself does not notice that. It feels like it's going to be kept the same. So if we go out of the edit mode onto the object mode, you'll notice now that it's facing in the same direction. So that is going to be so much different in comparison. So if I was to, for example, rotate this canister on the side, you'll notice that arrows will always be pointing in the right setup, but because we rotated this, it's going to actually be flipped. The red arrow is going to be facing this way, and the red arrow is going to be facing for the back anister that way. And this is quite important, I believe, because, well, we can go on to Edit mode. We can, for example, go to move tool, so clicking A to select it, and then I can just move this to the very bottom until we get it like so. So we're moving an entire mesh information. All the vertices now have been basically adjusted. If I was to go on to object mode, we'll see that we now have the origin point at the very top. If we were to go to rotation, for example, we can rotate it from the top now. So again, little nice functionality, an alternative way for doing things. Not always do I use it, but something like trees, for example, if you're creating foliage from scratch, you can imagine that there's leaves or something, and you need to have just slight readjustment based on the texture, just going into edit mode and, you know, moving it. To the sides, for example, for this ladder, I want this to be a little bit more to the side, maybe at the bottom. I could totally do that. I could just move it up like so, and now we have the origin point at the very bottom. Going back to object mode, we can just, you know, place the ladder back, and now we'll have a perfect, perfect setup because we can go onto rotation. We can rotate it based on this origin point, and we'll have so much nicer control because it's always going to be touching the ground. You can see this part is always touched ground, meaning that we can rotate this ladder a little bit, like so, and it's going to look like it's behaving a little bit more interestingly. Something like this, perhaps. Like, so feel free to play around with the origin points. Once you get a feel of it, it actually saves you a lot of trouble. So right now, as you saw, I was able to readjust the ladder itself by not having too much of a hassle. But by simply doing this, we were able to get a lot more of an interesting result. I'll just go back to the global mode. So we'd simplify it for now. But yeah, just rotating the ladder. It's looking like it's barely holding up. Maybe we can even smudge it a little bit to the corner, like so. That looks quite nice. Alright, we're just scattering, making a mess of the objects that are in the scene, but that's totally, right. You guys still look so nice. And, of course, let's not forget that we can scale it a little bit squishy perhaps, if we want to. We total do that for some boxes. That's okay. Alright, so we're going to continue on with this in the next lesson. Thank you so much for watching, and I will be seeing you in a bit. 9. Mastering Location, Rotation, Scale and Origins: Hello and welcome back in front to Blender Essentials for Beginners, transforms and Gizmo basics. We went over Gizmos and what they are, how we can make use out of them a little bit. The reason for that is because the next part will require us to understand what Gizmos are. And that is going to be the item panel. On the top right hand corner, we have an option called item panel in other ways, it's called N panel because we can use N to open it up and close. So there is an arrow. We can just click to open it up. But, you know, feel free to use, and that is just a nice shortcut to make use out of. So what this is, well, this is what determines how your objects behave within the world setting. And using these parameters, you essentially tell it where exactly and how exactly the item needs to be placed in a world position. Oh, the first thing that we have are going to be X, Y, and Z location positions, we can use these positions to change the coordin. So for example, right now, it is at 2.9. If we set this to something like four, we'll see it move to the side. If I set this to, let's say one, we'll move it to va side. We can also have negative values, so that's going to hop to the outside of this green line because in this area, it's positive values. In this area, it's negative X values. Same goes for Y coordinate, so positive, negative on the section and z coordinate would be like above or below the ground level. So with that mind, if we were to set this two minus two, you can flip it to the outside, and setting it to, you can move it like so. Very nifty thing about this is that you can click and hold, if you notice the mouse itself is, well, turning into a double sided arrow. So we can click and hold and you can slide left or right. So whilst clicking our left mouse button, we can just slide it like so, and we can reposition our object. So for fine tuning, this kind of setup is perfect for us. If I want, for example, another box of this little Amocrt, we can duplicate it, Shift D, click Escape, and now I can use Z value to just place it right above. So by holding, we can do it like so. Aberpty thing is that we can use shift button whilst using our left mouse button. To make it more accurate. So it's not going to be as sensitive. So while it's holding shift, you can see it, it's much, much more accurate in terms of how we can use it. You might have noticed on the side, we also have a lock mechanism, so this will allow us to essentially lock the position. So if we like the z value, we can just lock it, and now if we try to move it, you'll see that we have an arrow that disappeared. So we can lock all of these positions like so, and now we cannot touch it. We cannot move out of this way, which is pretty good maybe sometimes with the transforms Gizmo because now it just stables these rotations. If we want the rotation to be in exact same spot, we can just keep it, and then we can just play around with maybe scaling a little bit or rotation. We just put it in a bit of a different direction. That would be pretty nifty tool. You know, alternatively, if we have an object, let's say, like this box over here, which is placed already on the floor, if we lock the z value, we don't have to worry about the z value now. We can go to move. We can even use this middle arrow over here, and it's never going to move the z value. Even though I just noticed that when holding the middle circle, the Z axis pops up, but it doesn't mean that it can be used. You can see it sliding on the floor but never going up or down in terms of the floor. So that's quite nice. So next step is rotation. Rotation is pretty self explanatory. It allows us to rotate X coordinates, Y coordinates and z coordinates. You can also use backspace on these values to just reset the rotation completely, so it brings you back to the default rotated angle. And then afterwards, we can just rotate it perhaps a little more, move this up. Corner and you can see these values changing just like that. And again, as before with locking the XYZ location, rotation also has its options. You can see me lock in the values, and now we will not be able to rotate it. Even though the gizmo shows up, you will not be able to move it. If you want one value to be just opened up, you can have it, for example, a Z value. So now we can just rotate it in Z direction and we'll not be able to flip over this box, which is pretty neat sometimes a good little thing to do. Next up, we have this bar over here. We're not going to touch it just yet because we need to get back because we need to get back to final options. So next up, we have scale. So this is a multiplier of the actual object. It's going to multiply the scale of the mesh. By default, it should be set to 111. If it's not we're going to learn how we can apply the values and whatnot in later video. But all we need to know now is that we can change the scale over here in X, Y, and Z coordinates. We can also lock the directions. And it's going to work exactly the same way. But instead of rotation and location, we are changing the scale. Now, the thing that I want to mention, first and foremost, was how location, rotation and scale interacts. The reason this is important is because, well, you might not get accurate results if you don't understand that origins is essentially what this item location rotation and scale facts. So what it means by that is that the origin point is going to be the coordinate for where the location is placed. If I have coordinant for example, where this precursor is, if I was to right click and change the origin to geometry, you'll see that the location now has changed to this area. If I click Set origin to free dcursor, you'll see that now location has changed to this area. So it doesn't treat this mesh as an item. It is simply mesh rendering the vertices and rendering the textures. What the transformation tool, what the actual object in the world is, is this origin point. Can use this origin point to tell where to be placed. And then based on the origin point, we're going to tell where mesh coordins are. So right now, because it's so off, you can see that easily the location, for example, will be way off in a distance if I was to set it to a value of two, which was previously this box over here, you can see it way off on the side. And the reason it's important is it's because setting a coordinate to relative location is very important. Hving it, for example, for something like a door will allow you to rotate an object, just like we did with this wall over here, you'd be able to rotate an object on his hinges. And the other thing is that if I was to select back to this box with crazy offset origin, the other thing is that the scaling is essentially a multiplier of the original mesh scale values. If I was to change this value over here, it's going to be changed based on the origin point and not the mesh values itself. And the other thing that I left out was that you can change all of these at once. If you were to click and hold and then drag it down, you can change the scale. So now we can, for example, change it to three, a sort to two. We can change it to a value of 0.5, like so, and now we can see it shrinking. But not only does it shrink because it is a multiplicative value for all of the meshed vertices from the orchid point, it's going to also bring this box a little closer to the orchid point. And if we were to set it to something like ten, it's going to put it way off in a distance. That is something worth knowing. And if I was to put it to a scale of one and bring the origin point to geometry, I can then change this to ten, and you'll see that it is going to be upscaling it based on the center of this item. Alright, I think that is a good place to start. Thank you so much for watching, and I will be seeing you in a bit. 10. Using Dimensions for Accurate Real World Scale: Hello and welcome back everyone to Blender essentials for beginners. Transforms gives more basics. In the last lesson, we went over the menu and tab, which allows us to, well control the transforms of an object. And we also found out it's relation with the origin point. We're still not finished with the setup. We still haven't touched dimensions, and so previously, the scale was a sort of a multiplier for an object. So the dimension is the final result. And the way it works is it creates every mesh has a sort of an invisible bounding box. This bounding box would cover up an entire mesh, so you can imagine every item like this would have this sort of an invisible box which will touch up the highest, the lowest point, and as well as the side. So instead of this, maybe it would be closer to this shape because it would be, well, touching this size. Like so. And that value essentially what it gets represented by dimension. So it's not just, you know, grabbing the assumed top points maybe, but it will also include the highest vertice points as well. So all of these highest vertice points is what's going to cause these dimension outputs. Very simple for a simple box. If I was to set the cursor to world origin and spawn a cube, we can see that default dimension is set by two by two by two, even though the scale is set by one because when we create a cube, we have an option to select the size. So default by default, it should be set to 2 meters, and that is what portrays here 2 meters. If I was to change the dimension or let's say Z value to four, it'll be four in height. It is especially important for things like this ladder over here because we will know the exact z value, exact length of this value. If I was to make a duplicate out of this, and move it off to the side. We could, for example, say that we want this to be not 2.8 meters, but 2 meters, and it's going to squish in scale. You can see that the multiplier is now set to 0.71, and it's going to squish it to the right amount so the dimension of the bounding box will fit the ladder. Another thing that I'd like to mention is that these bounding boxes are created based on the default rotation. So right now we have a rotation that's set like this. But by default, if we have this that as zero, zero, zero, this is what is being used to get the dimensions. So right now, if I was to change this to a value of three, this ladder is going to be exactly 3 meters, which just so happens to be the same height as this wall, which as you can see, if I was to show you the dimensions of it, it's also 3 meters. Well, 2.99 meters. And yeah, this is great to determine the accurate values for when we want the right dimensions. The only other thing that I'd like to mention is that this reads the default rotation. But what happens if the rotation itself is off? Well, we're going to learn that in the next lesson. One more final thing that I'd like to mention before ending this lesson is XY Z Ellure. This essentially just is a different way for storing data. By default, it should be set to X Y Z order. There are other orders, and it's more for mathematical sakes on how to save it on the file. We also have W XY Z, which is, well, an additional value that could potentially be used for a certain motion. That requires more mathematical approach. But yeah, essentially, it's just the way that Blender stores data. We should keep it as XYZ by default. All right, so that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit. 11. Applying Transforms and Resetting with Ctrl A: Loon, welcome back everyone to Blender Essentials for Beginners, transform and Gizmo basics. In the last lesson, we went over the panel. Now we're going to continue on with learning how to make a better use out of it. So first things first, we're going to learn a little bit about the shortcuts. And the shortcut that I'd like to teach you is going to be how to reset these values. Without just pressing backspace by going on to the end panel, you can have an additional version. So for example, I want to change the scale back to 111. I can click Backspace, and that's going to give us the default value of the object. Oh, instead of doing that, what we can do is if we have an upscaled object, we can simply click Alt and S. So Alt and S will allow you to reset scale. But that's what it stands for as for scale, Alt and S will reset it. Then if we have a different rotation, let's say we have an offset for rotation, we can use Alt and R to reset all of its rotation. Finally, we're going to reset the location by using Alt G. The Alt and grab Alt G is going to reset the location, back to the world center. So this is going to be where the origin point is going to be located, back to a value of zero, zero, zero. And even though you can see that the object is upset, it is going to be positioned in the center of the world, technically, because technically, the object is this origin point, and all of the mesh parts, all of the vertices that we see over here are based on the local location from that origin point. So that is pretty much that. But what happens if you don't have the right values? What if for starters, well, we don't have the object properly adjusted to the center? Well, we already talked a little bit about changing the location of the origin point by either going to options panel, enabling the origins or going to edit and clicking A, then moving this to be more centered. Like, so all of these would be viable because then afterwards, this would be considered the base of the mesh. And if I was to move the location, I can click lg, and that's going to be back to the center of the world. What happens if the default, let's say, scale is way off. So let's say we make some differences in edit mode, we make the ladder small, for example, and it's good in mesh, but maybe it's not going to be good in terms of the scale or its location. Then after we're done, you know, we might think that, like, Hey, it's going to be right. We can simply go to object mode. We can fix the rotation manually, like so, and that's going to be right. Well, for starters, you might notice that even though we change the rotation, even though we maybe move it in the right location and adjust the scale and Object mode. If I was to click Alt and S, it's going to bring back that tiny, tiny location. And if I click Alt and R, it's going to bring back that wide rotation. This can be quite problematic. The first problem that we have is that the dimensions is not going to be properly set up. So even though we were to, you know, put the ladder somewhat straight, even though we were to upscale it a reasonable level, and we'd say that like, Hey, what's the scale of this ladder? Well, it shows me as 1.8. But is it actually 1.8? Well, that's not really case. If I was to set it to a value of three and then try to put it up to the side, it looks like it's good, but it's not because it was actually in the floor. If we put it out of the floor, we'll see that now it's way above the level. And the reason being is that it uses that local rotation. So what the bounding box is, if you click AltnR is this. It sees that it's 3 meters because it doesn't consider this to be a diagonal. It just sees it from the ground level to the up level to this part, that it is the full height. Such a problem is quite common, especially if you're making an object from scratch. Maybe you started off with an object by just being an object mode, scaling it down to what you'd want, like, let's say, a wall, and then you went into mode, you changed up some shape. And then you thought that, A, it's right setup. But if you look at the scale over here, the scale for dimensions are way off. And if you were to click AltnS, it's going to bring up a complete different shape than what we want. So a way to fix it is quite simple. We have an option called Control and A menu. Control and A menu will allow us to apply the transforms onto the object, thinking that it's set properly. So for Sarus right now, this is the default rotation for this object. If I was to change the rotation, by moving it more straight, something like so, then we can click Control A and apply rotation. Now notice how this option that says 26 in a rotation tab is going to be now set to zero, zero, zero. So what it does, essentially, it grabs the rotation and then applies it directly to the setup, keeping the gizmo in its place. So if we look at the Gizmo, especially in rotation, we can see it now being perfectly solid. And if we click Alt and R, it's going to bring back to this. So the next part would be the scale. If we click Alt and S, it's going to give us the tiny ladder. We don't want this. If we want to keep the same scale, we can use that same menu, click and Control and A, applying the scale this time. Applying the scale will allow us to make that mesh, to have that scale as a default value. Meaning now that we, for example, click S Z, we can make it larger and whatnot. And if you click Alt and S, it's going to bring back to that default considered scale of a mesh. Now, the other thing is we have an option for location. Location is going to be a little bit different. The reason being is that we have this offset of origin over on the side. But if we try to apply the location, what it's going to do is when we click on it, it's going to apply to the world origin. So now it's going to have a crazy origin point, meaning, if we try to rotate it, it's going to give us a hope check that's way off on the center. The reason it does that is because, again, the origin point is just considers the relationship itself to the world location. So when we apply it, it does basically the same calculation as it does for scaling and rotation. It assumes that the location or rotation or scale is in the center of where the mesh is, and that's the default setup for that mesh. So instead of doing that, if you have an object already off on the side, just use what we learned before, just resetting it to origin of geometry or using a precursor or any of the other different changes that we learn. The other parameters that we have over here that are important would be rotation at scale. So this would be the same option for rotation at scale, except it does it all at once. If I have I have rotation sideways and I have motion, sorry, scale, a little bit different. We can use Control in A and use rotation and scale. So this will now apply the rotation and the scale values. Meaning now we have this ladder be wonky and the scale will be in this direction as well. So obviously, this is not what I want. I'm just going to undo this. But if you have some quick adjustments, let's say this ladder is a little bit off in rotation or let's say we want this ladder by default to be in 90 degrees. So I would just change this rotation to be 90 degrees, then maybe we can change the scale be exactly dimension of f or the height, and then we can use Control A and apply rotation at scale. And this default mesh now is going to be in rotated disposition and has the dimension of 3 meters. And, yeah, that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit. 12. Global vs Local Transform Orientations Explained: Hello, and welcome back everyone to Blender Essentials for Beginners, transforms and Gizmo basics. In the last lesson, we went over the N item app. Now we're going to talk a little bit about this upper menu over here, which includes transforms orientations and transforms pivot points. So both of these are quite important, especially when moving around the objects. Let's go ahead and talk a little bit about transforms orientations. We already touched up a little bit about the difference between global and local, but let's go into full depth for them. Firstly, I'll go ahead and click N because we don't really need the menu on the side. And now the global transforms orientations, which should be default motion will affect how we use the motion as well as rotate and even scale options. So this will determine the rotation of the Gizmo itself and how we can move the object. The default global orientation will always be determined by the world rotation. And if we look at the bottom, we'll see that there is green line as well as red line, which shows which direction the roll is facing. We can also look at the top right hand corner at the Gizmo, which will show that the white direction is going in the back, as well as z direction going to the top. And that will never change no matter how much we rotate or change the object, it will always be going into that direction. You can see Z going upward and why going towards the world direction. So that will always give us consistent results, and we can use, for example, the ladder to put it in the back without worrying it, that's going to give us an offset. We'll be always able to push it to the back in that same direction. So we want to rotate it. We can do it. We can just go ahead and rotate it. And again, the same for rotation axis, we can use the X rotation, and we know that even though this was slightly tilted, as you can see over here, slightly tilted, it doesn't matter because when rotating with X axis, we'll be able to just tilt it in the direction of the wall. By just doing that, we're able to, for example, position this second ladder over, like so, and it's going to give us a nice later result. And of course, the scale will also be the same. It will no matter the rotation that we tilted this ladder, we can use the Z axis to essentially stretch it out, not based on an object rotation, but based on the world look rotations so you can see it just goes up and down. And because we had it tilted, it's going to give us a bit of an odd shape. Maybe it's going to be a little bit more better of an example. If we were to squish it down, you can see that we're squishing it out purely vertically, and that means that the tilting is not going to be quite as nice. So what do we do when we actually want to, for example, squish it down in terms of this rotation. So just to kind of make it a little bit easier to see, I'm going to rotate this ladder a little bit more. And for that, we can use instead of using Global, we can use local transforms orientations. This will be based on the objects, local space on this origin point. So right now because we have the origin point slightly tilted with the ladder, because the default rotation is going to be like this, we can see that by clicking Alt and R, I can see the default rotation, which is then going to show us the default rotation, and that's going to be aligning with the world rotation. But because we already had this rotated, we can see that the z axis is slightly tilted. The Y axis is going this direction because we rotated this ladder. And just like that, we can, for example, move it up and down based on this tilt and see the blue line being offset a little bit. But what's important here is that we have the scaling now also tilted. So if we were to squeeze it down just a little bit like so and have this smaller ladder like so, we can then just move it down a little bit, actually, moving it down with global scaling. Global Gizmo would be better because it would still be touching the wall, so it's not going to be affected. And just like we were able to have it somewhere in the corner. I think that's quite reasonable. So yeah, local axis is very important, especially when we want to make sure that we're not affecting the position of a the object itself. So here, for example, the box is already rotated, having it in global orientation, we wouldn't be able to, for example, squish it nicely. I would squish sideways, as you can see, like so, and that's not going to be quite as nice. But squishing it by local axis, it would give us direct squish, and we can just fold this box, for example. If we want to do that, we are totally free to do so, and maybe we want to just position this on the ground so we can do that. That would be great. Before doing that though, I would like to just make a duplicate, put it off on the side, and now I'll just use scaling with the local parameters, push it down, or such a box is going to be quite right. Even if the basis gets squished, it's going to look like a real nice folded box, I think. That's quite nice. Let's go ahead now and move back with the global orientation. Move it all the way through back, like so, and there we have it just going to place it nicely at the corner of the setup. Maybe even click AltnR just to kind of reset the rotation, and there we go. Now we can go into rotation axis. Move it a little bit to the side, so it would be a little bit tilted and position it to the corner. Just like so. Nice bit of packaging on the side. Alright, so that is going to be it from this lesson. Thank you so much for watching, and I'll be seeing you in a bit. 13. Normal, Cursor and Parent Transform Orientations: Hello and welcome back and forth to Blender Essentials for Beginners, transforms and Gizmo basics. We went over Gizmos and what they are, how we can make use out of them a little bit. The reason for that is because the next part will Alright, so next up, we have normal orientation. This one is a little bit interesting if we are using it on an object, let's say, with the normal selected by default, it's just going to give you a local space. And the reason for that is because this is trying to make use out of normal pass. So with that, it's just going to give you local coordinates if it's just an object. If we go into edit mode, though, so let me just go into edit mode and select one of the faces, you'll notice that it now tries to use the normal phases of the edge of Well, in this case, of the face, it can also be an edge or a vertice. So if we select the vertice, we can select a corner like so, and it'll give us the average normal of that vertice. So this kind of use is super nice because you can just direct and determine where you want the rotation to be with the face. If I was to select the face on the side, I can then drag it out and it's going to be equivalent to that of extrusion operation. And you can see that it's nicely just expanding this plank on the side. So it's all nice and lovely. What do you do when you want to use this in an object mode? You can't really use it. It goes back to the normal local orientation. You can see that if I was to go to Local transforms, it'll give you the same outcome. Well, the fastest way to make use out of it is if we were to use a cursor transforms orientation. We were to click on cursor over here, let's go ahead and quickly talk a little bit about what this is. Essentially, this will make use out of the cursor itself. So free the cursor by holding Shift, we can click, and that's going to determine how it's going to look like. By default, it's going to be based on the perspective, the last click perspective. So if we go and position our camera to the top, use shift right click, it's going to then determine the setup of this Gizmo, as you can see, so. So it's quite nice and handy, especially when using with the or for graphic view. So if we go to the top down view, you shift right click, it gives us a quick little orientation of that. But the nice thing of the predecursor we'll be able to make use out of cursor orientation and set it up with the face normal, even though we are in object mode. The best way of doing it is by simply holding shift and tapping on the screen. You'll see that we are able to change based on where the Gizmo is, but it's also going to be based on how we view it. If we're looking at from an angle and we click on it, we're going to change the orientation of this Gizmo. If we want to make sure that it's using a specific pase normal, we need to go actually onto the cursor itself. And here we have orientation options. By default, it'll be set to orientation view. If we were to set it to geometry, it'll match the surface normal. So let's go ahead and select it. Now when we are using just a tap by just making sure we're using this cursor selected, we'll be able to tap on the face. Let's say this corner of here. And if we go to the Gizmo move, you'll see that now it's facing diagonally. So this is very nice because we can just tap on the face and have it selected. To be used as that orientation. So again, now if you want it to be at the top facing orientation, maybe go manually on the cursor, tap here, go back and you'll see that the Gizmo is now facing upwards. And if we were to use more of a won key type of a setup, so for example, this rope over here, we want to, for example, I don't know, maybe follow along special way of grain. We can by clicking on the face over here, we can have more unique type orientation. Now you can see that it's going to be based on this orientation. A little nice little functionality to keep in mind. So going back to orientations, we also have Gimbal. So Gimbal is going to make use out of the axis itself of the N item menu. So this menu has XYZ Euler. So that's what Gimbal is using. And it's quite nice for certain bits of animation, bone animation, especially because if we look at something like this, it has completely broken down the Gizmode stretches out in unusual way. The reason for that is because it is showing the mathematical way of how the rotation is behaving. So because now it's said as XYZ, saved information. If we were to change it to X Z Y, we'll have this change completely, as you can see, because now we're using a Kimbo rotation. So that's something of a little bit of information in case you want to rotate it in a mathematical way for, mainly animations. Next up, we have a view. So that is literally what we'd have with the setup when we're looking at it, this little blue white this little white circle for every one of the rotations, this is what would be effective. So if we were to just use it in a global position, this white circle will be basing it the rotation, sorry, the motion on our viewpod This same is going to be done with using the view of this, and maybe it's quite useful because you can just offset it in one axis again, your viewpoint, you can see it going up and down. And we don't see the z axis, the reason being is that, well, it's always going to be behind, and it's always going to be invisible to us because it's based on a viewpoint. Maybe if you have a second viewport like SO, I'm just going to show you real quick. You can see We are changing the rotation of this one. But when we are moving it over, based on this viewpoint, it's going to go diagonally on the other one because it's based on the left viewpoint. So maybe it's a nice little functionality, again, to make use out of we already talked about the cursor. Finally, the parent the parrot is an interesting one because it allows you to move multiple objects based on already pre existing rotations. So right now, by default, is going to be set to the world position. The reason being is that it's not detecting any of the parents. If it will, it would use the local position of this orientation. So let's say I was to attach multiple little items onto this board over here. Let's say these little items over here, we don't really want to move them every time we're moving the shelf. We want to attach it, and it would be nice if we were to have the same rotation points. So if I was to rotate this, it would keep that same rotation of local axis to be able to, well, move it maybe in the same rotation based on where this wardrobe have those little boxes on the top. And for us to do that, we'll firstly need to make sure we parent these little boxes to the wardrobe. Parenting is essentially if we were to hit Control B, we can set parent to the final selected item. So keep transforms. And now, when we are moving just this wardrobe, we essentially are going to be moving everything that is parented to it, so you can see that these little items are now parented to the main wardrobe. So if we have the parent transforms turned on, we'll be able to for example, rotate this wardrobe to maybe more diagonal way, like so. And now, because we rotated it, we can go to local. We can see that the rotation is based on wardrobe itself, which is very nice, for example, to move them out. And these items will also have that same exact rotation if we were to select the parent, we select the parent. Now we can see that both of these will have that same rotation, even though previously the local axis, you can see, it is using the instance local axis. But if we want to use that same rotation, sending it to parent will allow you to basically just have these two objects selected and then moving it based on the relationship of this cupboard, so we can just directly move it to the side of the cupboard. We don't have to worry about it. Offsetting it a bit too much to the back or to the front is going to allow us to do that. One more thing that I left off is the fact that each and every single tool, whether it's rotation, scale or move, can have its own unique orientations. So right now, at the very top, we have this set as global, meaning that every single item, every single tool will be using the global orientations. So it's quite nice. But let's say we want the scaling, for example, to be always set to local because let's say we want to, you know, squish it or maybe expand it a little bit, we want to make sure that it expands in a local axis, doesn't just kind of warp it in dd way. For us to do that, what we can do is at the top, there is another option for orientation, and that is going to be for the individual tools. By default, it's set as well default, meaning that, no matter what we change here, it's going to always be setting it up for every single tool as the same option. If I was to have this set to Global and let's say the scale needs to be different, we can change it over here to local. And now you can see that this Gizmo is using local axis. So now if I was to go to rotation, it'll have global axis. Move will also have global acess. But if I go to scale, it will have local axis. So that is quite nifty little option to have. If we want to, for example, expand it a little bit, because I'm expanding also the items at the top, I'm just going to go ahead and select this, hit Alt P, clear parents and keep transforms. And now we can go back to this and play around with the scale a little bit, extend it, made it kit a little bit wider. Why not? And we have ourselves a nice little shelf that's a little bit more messy on the side. And yeah, that's going to be it from this video. Thank you so much for watching, and I will be seeing you in a bit. 14. Mastering Transform Pivot Points and 3D Cursor Control: Hello. Welcome back around to Blender Essentials for Beginners, transforms and Gizmo basics. In the last lesson, we went over the transforms orientations. Now we're going to move on to the transforms pivot points. This option is worth knowing about because when you're rotating or scaling an object, the software needs to determine from where you're doing it. Like, where is the starting point? Where is the pivot point? That you're using. And we already talked about the pivot points. That is what's going to be used by default to rotate objects, or let's say you want to rotate or adjust multiple items. Some of those options will help you do that. So first things first bounding box center, this will be the same collision that we talked about when we have an item. It creates a sort of a cube all around it, making sure that everything is included. And that option is going to be great for multiple selections. So right now, if we have this box selected, you see by default, it's still going to go back onto the origin point, which is, you know, great, especially for keeping that rotation in placement. But if we want to use multiple items with this bounding box, you'll see the Gizmo starting to change. And the way it does it is, again, it sort of creates this invisible box this time. All around our objects selection of objects. So it gives us the Gizmo right in the center of these items. This is very different to the default median point because median point will grab the center point based on the selection of items. We'll come back to the median point in a bit. But essentially, if I have an object selected to the side, you'll see that this gizmo moves barely because we have multiple pieces, selected, multiple items selected on our side, which has ordinary points well on these sides. But if we were to select it back to the bounding box center, it's going to include this one object, and it's just going to try to create this invisible box around all of our items and then centering the Gizmo right in the middle. So no matter how much we select now in the middle, because the bounding Mx included a larger scale, it's not going to move. Maybe if we select this ladder because it was more on the edge of the wall. But this option allows us to quickly select multiple items, let's say, and have them maybe slightly rotated as a whole, and working with collections like that can sometimes be beneficial. This also applies for scaling. So again, with the scaling on, I'm going to change the orientation back to the default so we can use the global orientations. And with this selected, we can even do some scaling that's going to be based on the global bounding box, so it's going to stretch it out nicely for us. So next up is something called free decursor. This one is my favorite one because it allows you to have so much control over the scaling and rotation, and you can customize it in any way you want. So for example, we want to lay down this little palette over here. By using our free Dcursor, we can just place it right in front of it like so, and then I would just maybe move some of those crates off to the side so we'd have some space for like so. And then picking this pallet up, we can just change the transforms rotation to local. So we'd have the right rotation. We go onto rotation, and because our pivot our virtual pivot that is being used as a free decursor, we can just rotate it, and right away, it's going to get it flattened down so you can see, like, so we can just put it on the ground, and it's going to be really, really nicely set up for us. If it's still a little bit in the ground, don't be afraid to just move it up a little bit. But just like that, we got to selves a nice little setup. And things like that is also quite nice for, well, fixing up this door, let's say, if you go onto Edit mode, like so, and we click L to select this entire part with the delimiter being normal, then we can click L also on the sandal and we have an entire door selected. So if we try moving it with the free cursor, we'll see that art is moving like so. And with this, we can fix this door. So in order for us to do that, we're just going to maybe click Holding Shift on an area that's touching the edges right where the edge is intersecting with this part. And once we do it, we can go on to rotation, and we can then simply, well, rotate it, we fix this door. So that would be a little bit better, of course. It's not going to be perfect. But just like that, we are able to fix it up nice and maybe even open it up a little bit. And yeah, very, very nice little tool. And don't forget that you do have lots of control was to free the cursor. You can select on an edge, for example, or a vertice, like so in the new shifting as cursor to selected. And this can also be used to make some finer tweaks. Again, lots and lots of control with this option. So next up, have an option for individual origins. This is a lovely one because you can have multiple items selected in an object mode. And every time you select it, even though the origin point is going to be in the center, it doesn't mean that when you're using it, it's going to use it as a center point because every single item will be treated individually. If we were to move the z axis, it's going to move all of them around their own origin points. This is such a great tool because we can essentially make some quick rotations, for example, to these items like so all at once, we can rotate it and it's going to be done like that. The thing that you should worry about is whether or not you're using global or local orientations. These are the main ones. If, for example, I was to select this box over here and select this one, which is having completely different rotation, rotating it by default might look right if we were to use one axis wood for world rotation. But if we change to local, that's where the magic happens because then each one of them will treat not only individual origins, but whether or not they locally rotated to their own axis. So if we try to use that value Care is going to work quite well. But let's say I pick up this canister over on the side, like so and then use the Z value, and you'll see both of them rotating in different angles because Z value for this one is going to be facing in this direction locally, whilst in this canister, it's going to be facing upwards. So a very nice little tool, especially when, for example, we have these ladders over here and we have the individual origin selected, local, transforms rotation selected. We can go to rotation and maybe lightly adjust the z axis to kind of make them a little tilt sideways based on their already prepositioned tilted setup. So a very nice little functionality to have. Next up is we have this default median points. So by default, you should have this on. So if you've not changed it before, this should be the default. And essentially, it's just going to make sure that it grabs multiple objects and takes their origin points and then averages out where the middle point would be. So if I select this point over here and this point over here, which is in a little bit more to the right and upper, if we select both of them, it's going to place it right in between these points over, like so. So again, very nice and good tool to use. By default, it's probably the best tool to have. So that's why it's kept as a default because it just simplifies everything. Let's say we have these walls over here that we want to maybe rotate or remove. We can select them all at once. We can click on Rotate, and we could just, you know, rotate them all nicely. Or we can scale them all at once. We can have the median points, so it would be right in the middle. I will change the orientation at this point to default for the scale. Otherwise, we might lose it. So scale from the previous lesson was set to local. We're just changing it to default, so it would use this upper section. And now when we're scaling it, we can see that it scales up together nicely from this center point. And finally, we have an option for active elements. This option is so nice, so good because you can select multiple objects. Let's say we select all of these items, and then by holding Shift, you select the last one, and that last selected object or the object that you select first one and you don't select any others will have more of an orange outliner. So you can see this is more orange, type of an outliner in comparison to the ones in the back which have more of a red outliner. This indicates that this object is now the main selection. And with this main selection, we can do many handy things, and one of them will be, for example, rotating, so we can rotate it based on this object rotation. We can rotate all of these with the axis being this object. Or let's say we can select this crate in the back and select multiple objects to its side, like so, we can use this object as a sort of a pivot point to just well, push it off the wall. So now if we start scaling it, we see that everything gets pushed off the set wall. And, you know, once you're done pushing it off the wall, you can select back on these objects like so and then use AltnR and then sorry not AltnR Alton S, and then it resets the scale. So essentially, we're pushing the pivot points outwards, but then we are resetting their actual scale offset. So it's a nice way to kind of, like, move all the items with a set of multiplier off to the side. And then making sure that they as objects get their original shade back. And yeah, that's pretty much it. Let's go ahead and just select medium point back to normal, and we're going to continue on with this in the next lesson. Thank you so much for watching, and I will be seeing you in a bit. 15. Speed Up Modeling with Grab Rotate Scale Shortcuts: Hello, welcome back everyone to Blender Essentials for Beginners transform and Gizmo Basics. Now we are closing up towards the end. I would like to I would like to show you the best usability out of these tools, and that would be the shortcuts that we have. So if you hover over, you might have noticed that not only does it have shift space as a shortcut, it also has letters next to it. And, technically, we don't have to use just shift space to get access to these shortcuts. Instead, what we can do is just simply click a button. So by clicking G, when we have an object selected, we can move it around. So you can see it, so we're able to move it around. Good to hit escape to cancel this operation, and using rotate, we'll need to click R. That way, we're able to rotate it around. These options are very good. So the final one is going to be scale, so S. So that will allow us to scale it based on our selected transforms pivot point. And yeah, all of these will help you so so much. So G for grab to move it around, R to rotate and S to scale. That's the way to remember. But by themselves, they're not going to be quite as good because, well, they're always going to be locked based on your viewport side, which way you're looking. So if we want to rotate it the right way, that's not going to be enough. And that's where additional shortcuts come in handy. And those shortcuts would be X Y and Z, representatively to X Y and Z axis. So if we click G to move it around, we can then click X. That will essentially lock it to the X axis so we can just drag it and push it to the side, and maybe we want to push it GY to the back just like that. So that way, we're not moving the z axis. So that's pretty handy, and that works with both rotation and scaling. So if you click R, which will allow us to rotate it, and then we can click X, which will then lock the X, so we can maybe whisk this box to our side. And then we can use RY to reposition it a little bit. And just like that, we get ourselves to the right type of setup of this box facing sideways. And again, scaling will also work the same. As an X, we're able to squish it out in a nice setup. All of these axes will also be affected whether or not you have global or local or other orientations selected. So, for example, if I have this rotated diagonally and then use local orientations and use S and X, we'll see that it goes outwards. So my most recommended use for this would be to just have your motion set on move. That way you have this lovely Gizmo with arrows, and that way, you'll see which exactly weight's going to be needed to re rotate it. So right now because we have local set, we'll notice that we have the red arrow facing that way, and that shows us that we can use SX to scale it up and down in that direction. So very nice and handy or alternatively, if you want to rotate around X axis, we can use R and X and just rotate this box back to normal, just like that. The other nice thing that I like to let you know is that not only can you use it with the RX Z, but you can also use with R Shift X, and that will lock the X out, essentially giving you the control to rotate it around both Z and Y axis, as you see by the lines going across the screen. So for example, if I want to move my object in Y and X axis, I can lock out the Z axis by clicking G, Shift Z, and that way, we can move Y and X axis accordingly. Similarly to this, we can also do it with the scaling option. So for example, I can use scale and then use shift in X, and that way, it'll lock out my X axis, only scaling it in Y and Z directions. So we can essentially get this sort of a shopping looking bag type of a setup out of a simple box. So really, really lovely stuff when it comes to the options. And with that, you'll be able to do 90% of the work, I would say, unless it is very, very much specialized. Sometimes you need to well, whatever to change the way the item is interacted with the Gizmo, or maybe you need to change from global to local or even use the cursor. All of these would be, 10% type of cases, and most of the time, you would just need to just manual rotate it like so. The final thing that I'd like to mention is that not only can you do that, you can also write in the values manually. So if I bring back the transforms option over here, and I will click AltnR to reset the rotation for this box just for the sake of previewing it better, we can use our Ze to rotate it and lock it on the Ze axis, and then notice how at the very top, we have a value. This value can be written in manually using the Numpad. So if I write in 90, we'll have an option to have 90 degrees completely rotated, and then we can click Enter, and that's going to give us 90 degrees complete rotation. That also includes the same for scaling. So if I click as two, it's going to scale everything by two, like so. If we want it to be scaled only in Z axis, we would need to do it as Z two, and that's only going to be going in Z axis. And again, finally, for G, we can also do it as well. So G Y, and we can click one or if we want it to be going the other way, we can hit minus. Minus sign will invert the value. So if we are going, for example, R Y 90 to rotate it this way, we can add a minus sign that will rotate it the other way. Very, very handy type of a tool. The thing that I'd also like to mention is that it is an additive. It's not replacing the rotation. So if I was to set this rotation to 45 degrees, like so so it would be diagonal by writing in R S 90, it's going to rotate it 90 degrees, so it's going to be 45 plus 90 degrees, giving us 135 of a rotation, 135 degrees. So let's say this little canister falling over, we can use local transforms orientations. And then, knowing that we have this green arrow going to the side, we can rotate it around it. So R Y, and then we can even check which way is up. So we can see that going in a negative direction, it's going upwards. So then afterwards, we can use minus 190 and hit Enter and there we go, replacing this canister back to the top, just like that. Maybe we need to lower it down a little bit though. Fully that makes sense. It is very, very handy. And honestly, again, this is going to speed up so much of your work if you continue on using it. So, yeah, that's going to be it for me. Thank you so much for watching, and I will be seeing you in a bit. 16. Scene Cleanup Using Grab Rotate Scale and 3D Cursor: Hello and welcome back everyone to Blender essentials for Beginners transforms and Gizmo basics. Now that we went over all of the basics, let's go ahead and make use out of, especially the shortcuts that I've taught you at the very end to clean up this place. So first things first, this cupboard over here, we close it up a little bit, and we can use our Z and just rotate it to where we'd like it to be. Alternatively, we can hit AltenR to just rotate, reset the rotation, and then we can put it in a corner. I think it was looking a little bit too messy. Also these boxes over here, we can also use AltenR and there we go, nice and tidy. Of course, we're going to look a little bit too uniform as is. So what I would say we can do here is we can just slightly rotate this in z axis like so, and there we go. Slight bit of rotation makes it a little bit more natural. Next up this ladder over here. We're not trying to climb over the wall. Let's go ahead and position both of these ladders and place it somewhere in the corner. So we're going to firstly move these scanners to GY, just move it off in a side using global transforms because of is they're going to be going off in different directions. So instead of local space, we're using global to just move it off to the side. Then we can just select this ladder, put it closer to the up ladder, select both of them, click Alt and R, and we're going to get the default rotation for both one of which had a different Gizmo setup. So we rotated this ladder. We're just going to go ahead and fix it, so both of them would go facing the right way. Let's go ahead and do that. R is at 90, and I'm going to use minus just to make sure it doesn't go into the wall because the origin point was in a corner here. So then afterwards, we can position both of these ladders, select both of the ladders, make sure that we have median points selected for transforms, pivot point. And use RX 90, just to place it on the side, RZ 90, and we can just simply move these ladders up into the corner. So maybe this corner might not be quite as well, but you know what? I think it's okay because this pillar is getting in a way so let's see. Yeah, I think it's right, honestly. RX, let's rotate it a little bit, like so, move it so it would be touching the edge of the pillar. And let's make sure these ladders are not floating or are not on into the ground too much and maybe select this out item like so because this origin point is acorda and I don't really want to deal with it. I will just go ahead and change the transfer pivot point to free the cursor, hit, shift, just place it at the base, like so, and then R X and then slightly tilted to the side that way. I'm not changing the bottom too much, and maybe we need to, you know, destabilize it like so. And let's get back into the median point or transforms pivot points. Then afterwards, we can go ahead and fix these boxes over as well. I'm going to move them all in one corner because I think they would look much nicer in a corner. So let's go ahead and just make sure everything looks nice. We're going to move these boxes out of the way. This wooden crate can just be rotated or said nice bit of rotation. Move it in. I'm not going to reset its transforms, because I think it's going to look a little bit more natural. We don't want it to be look like it's been placed by a robot. We're setting it up to look tiny, but not not to an extreme level. And I am wondering if this is going to be quite alright. Maybe this box, I'm going to cheese it a little bit and use S and Y and just kind of squish it. But SNY should be squished with local axis because this is slightly sideways. Oh, sorry, S and X. So we can see when I click S and Y, the axis was in the wrong direction. So by clicking X afterwards, I'm able to change the direction right away and then scale it down. So that way, we have enough space now to push this inwards. Afterwards, we have this per crate. Let's go ahead and move it to the very top of this pile, like so. And if for this one, I will just use AltinR and use RZ maybe RZ 90, like so, move it closer to the wall, and we got ourselves a nice little pile. Placed on our setup. So here, for example, we got a little bit of an issue where I'm placing this crate and we are not touching the uprocrate. So the easiest solution for that would be holding shift to grab this very edge where you can imagine the weight would be distributed when it's tilted, and we can use it to rotate it a little bit to be touching this shorter crate. These two creates a little bit different because we're playing around with scale. We can even make this even smaller, like so, so it would have more of an extreme value. But yeah, afterwards, we can just use Shift and right click, place our precursor, use the precursor as a transforms PivoPoint and then use R and X and then, oh, sorry, R and Y and then just rotate it downwards until we start touching the little piece, like so. And just like that, we got to sell some nice little setup. We can even potentially bring it down. Although, you know what? Yeah, we are going to bring it down. So in this case, I'm going to just go to this upper corner, hold shift, tap it here, and then have the view set up like so. So that way, I know that this point over here and the upper point over here is not going to be rotate as much, but this point is going to be tilted downwards as much as I want. So with that said, I'm going to then just click R and slowly rotate it inwards, like so, and then maybe tilted upwards like that. So that way, it looks like, you know, it's nicely tilted and weighted properly on those crates. You know, every crate, maybe it was handmade. They're not exactly the same sizes, but we tight it up this corner, like, so oh, next up, we have a bunch of canvases. We don't need that many Cases to be scattered around. Let's go ahead and just simply click GX or use the global transforms with the median point and use GX. There we go. And we can just place it nicely together. Maybe it can be rotated a little bit to be, you know, closer with one another. We don't need to be perfectly placing them because they are just quickly placed in their own little spot. And that way, if needed, they can be grabbed, but, you know, maybe they were placed there in a rush. Next up, we have ourselves a palette. We can use Alt and R to just rotate around because the top one over here looks much, much better. And honestly, I just realized that we can totally grab all of these lukanoss, bring them up and place the palette underneath just like that. So notice how the move tool, I'm also using it, not just the shortcuts, but with the Gizmo itself, because, well, it has all these lovely options and tools. So that's my personal preference. Feel free to experiment and play around with all these little options to get yourself the preferred way of doing things, whichever way works best for you. But yeah, when I am personally working, I prefer to just move tool open most of the time, and then afterwards, use the shortcuts mainly for the rest. But even so sometimes GY, just to move it whenever the arrow, for example, is intertwined with the upper, I would still do it anyways. This box has a boundary box, let me just go ahead and delete it as a visual, and I'm going to place these crates over in the corner, click Alt and R, and just make sure that we have them. Nicely stacked up. So maybe they are prepared to be used or I don't know, maybe to store some food or something. Maybe it needs to be gotten out of this little cabinet over here. Out of the wardrobe, maybe someone was hiding it, or maybe it's in another location. Anyway, it's here, I'm going to just rotate this by nine degrees because it was already placed nicely on the wall, and I just want it to be cleaned up nicely like so. And there we go. We cleaned ourselves this lovely little section using the tools provided, and we got ourselves, although a cracked setup, still nicely looked after place. So that's going to be it for me. Thank you so much for watching. And yeah, happy modeling, everyone. 17. Fix Transform Issues Origins, Parenting and Scale: Hello on. Welcome back everyone to Blender Essentials for Beginners, transform and Gizmo basics. So we're pretty much done with all of the lessons. Now we're just going to go for quick problem solvings for the most common issues. So first things first, if you don't see the origin point when you select an object, if this little Gizmo doesn't pop up and you don't see the orange dot right in the middle of your item or if it's not in a corner, then you might need to reset it. And to do that, all you have to do is just right click Set origin to geometry, and then it'll go back to the object. So that's just making sure that it's there. Next up, how would you know where to place the origin point? Well, or something like Blender, it might be a little bit more forgiving because if you're using acid browser, something like this little browser over here, you might be able to bring into your scene the items needed quite easily, as you can see over here, the human reference without much of a problem regardless of where the origin point would be. But I would highly recommend to have the origin point at the bottom of, well, most of the assets and prefabs. The reason for that is that if you're using it for game engines, game engines would use this origin point for placement of items. So for something like crates or, you know, shelves, having it at the bottom is the best option. So to do that, the easiest way would either to use origin to geometry or origin to surface. We can use origin to geometry like soap. Then once it has centered in terms of X and Y axis, we can use options and use effect only origins, and then bring it down. We can hit. We can just simply move it downwards until we are happy with the positioning. And once we are in the right spot like so, we will be pretty happy and we'll be able to turn off the origins. And now we have the origin spot in the right position. The reason why centered origins are quite good is because, well, it also helps with the transformation. So if we're trying to rotate it around its axis, around that axis, we'll be able to do it quite easily without this formation. If we were to try doing something like, for example, the ladder over here, not only would it rotate it in the center based on a center, it would also rotate it well, around its origin. So having origin points centered and at the bottom would usually help quite a bit. Think for a canister over here, you'd be able to easier tip it over or whatnot. So having canister option, for example, this one over here, be at the bottom, you'll be able to easily dip this over by using RY 90, like so, and then just pull it off from the ground a little bit. Super simple, super easy type of a result, like so. The exceptions to that rule would be something like module kit type of parts or items like walls walls are very good for having it in a corner. The reason for that is because then it allows you to connect it quite nicely and easily. We can duplicate this, for example, and then we can just click G Y, move it to the side, we can see that it connects when it's at minus two. So you can see that upper section I'm looking at over here and minus two, so I can just use minus two to make sure it's the right value, and just like that, we'll be able to connect it perfectly. We can duplicate again, G Y minus two, and again, we'll move it nicely to the corner then afterwards, it's also super easy to make sure that it's giving us a nice grid. So we can even duplicate the set again, GY, minus two, like so and then use RZ 90, and there we go. We got to sell a perfect corner. So having it in the corners of the walls is quite nice and handy. Also, something for a grid type of options would also be pretty good to have it in a corner because again, it helps us to grade well variations. GX I believe this is minus two, you can have it like so and for example, we can do GY, GY, minus two, as well. We can have it like so, or alternatively, it would also be pretty good to use RZ 90 or -90 if we want to expand it to this direction. So by just simply rotating this preset, we are able to make sure that the item patterns that are visible would not be quite as repeatable. So these styles would be different by just simply having a quick rotation. We'll be able to sort that out because of this origin being corner. Another thing is, what happens if you end up having some issues with the transformation itself? What if it's not working in the right way to how you want it to be? Let's say it is using another object and you're trying to move it in one way and it's not working. Well, firstly, you could check whether or not at the top is using transforms oritations to the global or local. Most of the cases you would want that, and you'd want to check if the tool itself is using the default setting. Alternative thing that you can do is, for example, in this case, we can use G and Y to move it up and down. But what if we wanted to be used as a Gizmo, the world position, G and Y. So we can use actual world position and bypass this entire or transforms rotation by clicking G Y, and then Y again. And that will change. You can see at the top, it changes along global Y. So if you click Y again, we will turn that off clicking at once. I'll go along the preposition selection that we have, which in this case is along cursor Y that I have selected. But if I click Y again, it's now going to go along global axis. So that's quite nifty because if we have something like rotation, and we're trying to use, for example, Z, and it's like, Hey, it's not working because now it's maybe using a local axis or the cursor axis for orientation. But if you click Z again, it's now going to use global rotation. So that's quite nifty and handy to make use out of. Uh, and I would highly recommend, whilst using just in general gizmos, to just double check whether or not the Gizmo that is positioned on your origin point matches to the one on the top. That gives a huge indicator whether or not it's using world position or anything else in general. Next up, what if an object is behaving a little bit weirdly? So right now I have two shelves, and if I was to select one shelf and use G x minus one, it will go to the left because it goes towards the negative direction. However, if I select this outer shelf and use GX minus one, it will go the other direction. So what's going on with that? Using one for one way and another one for another way. And if you look at the gizmos, you'll notice that they're completely flipped. So the reason for that is even though these gizmos well, are using by the same instance, they have the same mesh. If we look at the end menu, we'll notice something that the scale is actually flipped on the Y axis. So if we click AltnS, it actually flips it over, and then we need to use R Z 180, and that's going to give us the right set times flipping an item in regards to scale helps us to mirror it. We can also use an option by just right clicking while it's an object mode to mirror it based on global X or local X axis depending on your preferred setup. But by just mirroring it, maybe you'd want to have a variant that would, well, look a little bit different. You can see this one here is now broken on the other side a little bit. So having variance is great and all I would mirror some things like text, for example, if you have some text on an item, that would be mirrored. Other than that, it would work pretty well outside of the fact that the local axis will start behaving differently. If I have these two selected, have the individual origins and local axes turned on, and I use RX, you'll notice that they are waving towards one another. They are going in completely different directions. And the reason for that is, again, because the axes, as you can see over here, are completely flipped. So that is something worth noting. Same applies for something like crates, if we have a duplicate of this crate over here on the side and have it mirrored in z direction, like so, just to have it, placed maybe on a top or something of that sort for extra variety. Then we try selecting them both and use our Z now they start going in different directions because they're using individual origins and local transforms orientations. If we try having this as median point, thinking that it would have it in the middle, it will not affect it anyways, because both of these are using local transforms. But if we change this to global, then it will use the world position, and now they will both behave in the same way. The other thing that I'd like to mention, although we haven't touched much on that is that there might be issues towards parenting. If I have this selected, this cupboard and just parent extra metal boxes on the top, Uh, making sure that my main selection is wardrobe, so I can click Control P. I can pa rinted while keeping the transforms. Now, when I'm rotating the wardrobe, these items at the top are also going to be rotating. However, if I rotate it by a little bit and then decide to well, unparent them, we can clear parent, and then it's going to snap back reason for that is because you need to know that when you're parenting something, they are attaching themselves onto an item. So right now it's attaching onto the wardrobe, meaning that the origin point, the location of where the object is, is going to always be relative to the origin point of the wardrobe. So if I was to change the origin point of this wardrobe to the frecursor like so, um, like so, it's going to start showing these dotted lines indicating that the items that are on top of the wardrobe are relative position to this dot over on the selected surface. So now if I try to rotate the object, like so, you'll see that it's rotating everything based on that. And if I have it rotated and try to unparent using the normal clear parent, it's also going so based on that, sometimes parenting can give you some issues. But most of the time, when unparenting, if you just click on the one that says clear and keep transforms, you'll be able to unparent it with little to no effort. As a final little say, what I'd like to mention is that when things go wrong with scaling or moving, in all of those times, it's not random. There's always some mathematical reason behind it. So I highly recommend to always check whether it's the origin point or whether or not the item is using the correct orientation for the pivot, or if you have multiple items selected, making sure that the pivot point is being used as the proper setup. A desired result. Transformation values, again, also matter. So if you have some scale that is flipped or in this case, for example, the item scale is not 11, one, and you want to use it as a default prefab, I highly recommend to just apply the scale when using Internet scene. So in this case, I can just click Control at A and apply scale. So now I'm resetting the scale. This is the main one, honestly. You have rotation and negative value, that's quite right because, well, we sometimes need to go in the other direction. Location also, it really depends on which side, but scaling, especially scaling, it's really important that you have it is a positive value. And then finally, parenting can also affect your transformation and how it behaves with the objects. So keep an eye on that as well. Aw, thank you so much for watching. Happy modeling, everyone. 18. Fix Mirror Modifier with Custom Transform Orientation: Hello, and welcome back everyone to Blender Essentials for Beginners transforms and Gizmo basics. The other thing about origins that I'd like to mention is that some of the modifiers may use them to deform your object mesh. And what I mean by that is, for example, with this palette, I have the origin at the right hand side, and if I was to add mirror, like so, it will use this origin point to determine how they wanted to be flipping the mesh. So right now you can see because of this origin point, I'm going to be flipping it to the outer side. But if I was to use transforms effect Origins, it will allow me to move this origin point so you can see that mirroring now is being mirrored well to the up side, just like so. And if I was to use set origins to the volume mass, like so I can flip it to the upside, essentially fixing this hole that we had over there. Just to make sure it doesn't overlap with one another, I'll go ahead and turn on bisect and maybe adjust this a little bit manually. Like so. And that is how we end up fixing the issue with the hole over here. So now we have a palette that actually supports the weight of these canisters. Now, let's say we have an issue with the applied rotation of the origin points. So let's say we have a ladder that maybe we rotate it and, you know, sometimes we want to rotate it back, clicking AltnR helps us to straighten it up. But let's say we rotated in a wid position, and by accident, we applied the rotation. So now, this rotation is set as default, and we have the angle tilted. If we click AltnR, it's going to give us to that tilted angle. So what can we do about it? Well, the solution is to make use out of the faces of the mesh itself. And for us to do that, we'd go onto the edit mode, so we select one of the pass that is more straightened up. So in this case, this edge over here is quite straight for ladder. We're going to go ahead and select it, and then we're going to use the transforms orientation. There is one more feature which we missed out, and that would be to create an orientation that would be custom to the selection. This case, because we have the selection set to face, we're going to click plus, and that's going to give us the custom phase selection. It even renames it for us, and we can use this section over here to have a custom name, but that's going to be called by default phase because we had phase selection. We can also set it up as edge selection or vertex selection, and based on the normals of those mesh information selected, we can have custom orientation. Right now, as you can see, it is facing the set value facing sideways, so it's already much better because it's already 90 degrees proper from the ladder. So that we're left to do is make sure that we use this orientation if we go out of edit mode now to object mode, because we have this phase orientation saved up. When we have this selected, we can see on our orientation or the Gizmo. We'll have this still 90 degrees from the ladder. And then afterwards, we'll go to options to be affecting only the transforms of origins. Like so, you can see that we have this now enabled, and then we'll go to Object transforms and we'll use a line to transforms orientations. And that way, you can see that this option for Affect Only Origins will be set right as we want it to be. Now we can go ahead and tick this off and we'll have this properly set up. And then all we have to do is just simply click AltenR and it's going to rotate it to the right set. Of course, this ladder might be a little bit off in regards to, well, it's rotation. We want it to be facing upwards. So we're going to go back to the transforms to make use out of either local or global, but we just simply need to make sure that we rotate this by 90 degrees, like so, I'm going to use -90 degrees just like that, and we're facing it with the right proper setup. Then afterwards, we can just click Control A, apply rotation, and we finally got ourselves the right rotation. So we can rotate it sideways, and then we can hit Alt and R, and it's going to give us the right proper rotation for this angle facing upward using this, we can fix this angle of the shelf. It was always bothering me throughout all of these lessons, so let's make sure we fix it. For us to do that, we're going to go ahead and just go into Edit mode. Click L using Select Linked to normals, just making sure we're selecting all of these mesh items. We can hit P to separate by selection. Now we have this door as a separate mesh entity. That's great for us. Then we simply go into Edit mode. We select the phase, like so we go ahead and create a new phase. So it's going to be phase 001. And now it's going to have this proper rotation. Afterwards, we go back onto object modes, have the selected hit transforms effect only Origins, select Object, transforms align to transforms oritation and now we can hit AltnR. Oh, sorry, let's go ahead and click Control Z. We need to go ahead and turn off Affect Only Origins. Then we can hit AltnR and it's going to give us the right setup. And we can turn off the transforms orientation. We the default one, use R X 90, like so, and we can just lightly adjust it like so. Nicely straightened up for me. Afterwards, we can just select both of them, select the shelf last, hit Control J, and make this a combined object. But now we have ourselves a lovely shelf in the back. So thank you so much for going through all of these tips on transforms and origins with me. I really hope this helped make Blender feel a little bit clearer and easier to control. If you enjoy the course, please leave a review and do share it with others who might find it useful.