Transformations =============== We can **move**, **scale**, and **rotate** objects, collectively called **transformation**. ========================== ================================================ Action Description ========================== ================================================ :kbd:`G` Grab (move, translate) :kbd:`S` Scale (resize) :kbd:`R` Rotate :kbd:`LMB` or :kbd:`Enter` Confirm transformation :kbd:`RMB` or :kbd:`Esc` Cancel transformation ========================== ================================================ .. admonition:: Exercise: experimenting with transforms :class: exercise * Move, rotate, scale the cube to get used to the controls * Note the changing numbers in the lower left corner of the 3D View .. figure:: /images/coords.png Coordinates show the tranformation values (here, a move operation) * Use :kbd:`Ctrl-Z` to undo and get the cube back to the origin. Constrain a transformation -------------------------- Immediately after pressing :kbd:`G`, :kbd:`S`, or :kbd:`R` we can constrain the transformation to a particular axis by hitting the key for that axis =================================================== ================================================ Action Description =================================================== ================================================ :kbd:`X` (immediately after initiating transform) Constrain transformation to X axis :kbd:`Y` (immediately after initiating transform) Constrain transformation to Y axis :kbd:`Z` (immediately after initiating transform) Constrain transformation to Z axis :kbd:`MMB` (while moving the mouse) Constrain to last-moved-in direction :kbd:`Ctrl` (while moving the mouse) Snap to the grid :kbd:`Shift` (while moving the mouse) Fine-tune the transformation (10x slower) =================================================== ================================================ .. admonition:: Exercise: constrained transforms :class: exercise * Make the cube taller (:kbd:`S`, :kbd:`Z`) * Move the cube back 5 units (:kbd:`G`, :kbd:`Y`, hold :kbd:`Ctrl` and pay attention to the numbers at the bottom left) .. figure:: /images/stretched-cube-back-5.png The stretched cube, in the process of being moved back in the Y direction 5 units. Type numbers to be more precise ------------------------------- One way of making precise transformations is to type numbers after choosing a transformation axis. ============================================================ ================================================ Action Description ============================================================ ================================================ :kbd:`number keys` (immediately after initiating transform) Precise entry of transformation ============================================================ ================================================ .. admonition:: Exercise: numerical transforms :class: exercise * Rotate the cube around the Y axis by 45 degrees (:kbd:`R`, :kbd:`Y`, :kbd:`45`, :kbd:`Enter`). .. figure:: /images/stretched-cube-rotated.png :width: 50% The stretched cube, in the process of being rotated 45 degrees Properties shelf ---------------- In the Properties Shelf, we can type in exact values for the position of an object. Toggle the shelf on and off with :kbd:`N` (think "numbers"). =================================================== ================================================ Action Description =================================================== ================================================ :kbd:`N` Toggle the Properties Shelf =================================================== ================================================ .. admonition:: Exercise: precision transforms :class: exercise * Using the Properties Shelf, reset the cube to its original location (0, 0, 0), rotation (0, 0, 0), and scale (1, 1, 1) .. figure:: /images/nkey-before.png Properties before resetting transforms .. figure:: /images/nkey-after.png Properties after resetting transforms .. _units: Units ----- For 3D printing, we want to be able to relate what we do in Blender to the real world. By default, Blender uses arbitrary "Blender units": one unit per grid square. Let's set the units to millimeters. .. admonition:: Exercise: setting units :class: exercise * In the Properties panel (far right of the interface), click the button for Scene Properties (see figure below) .. figure:: /images/scene-properties.png Scene properties (after clicking highlighted button) * Click :menuselection:`Metric`, and enter :menuselection:`0.001` into the "Scale" text box. Now one "Blender unit" will be equivalent to 0.001 meters or 1 mm. .. figure:: /images/scene-properties-units.png After setting units to millimeters * In the Properties Shelf (the one toggled by :kbd:`N`), look for the :menuselection:`Display` section. It may be folded up, so click the arrow to unfold it. * Enter :menuselection:`0.001` into the "Scale" text box. This makes the background grid use millimeters as well. .. figure:: /images/display-panel.png Set the scale of grid lines to be 0.001 units (mm) as well. .. note:: If importing a file that someone else created, you may have to reset the units. You may find yourself doing this a lot . . . .. seealso:: Since transformations are such a common task, Blender has many ways of doing this. See the Blender manual sections on `grab `_, `rotate `_ and `scale `_ for many more details and tricks for transformations.