Hi and welcome to applying transforms.
All is not how it seems.
Intriguing hey.
Well editing an object and transforming an object can look the same but underneath the properties are
very very different.
And we'll see this in action in a few moments.
Transforms are not applied by default.
We have to apply the manually and not applying these transforms can impact animation with your armatures
particle systems physics bevelling and other modifiers as well.
The list goes on and on.
And a good rule of thumb is unless you have a very good reason to always apply your transforms.
So in this video we're going to be looking at the same operations in both edit mode and object mode
trying to grasp a difference between the two because conceptually it's quite difficult to get your head
round and show you how to apply and even clear transformations that you've made.
So let's go hop into a blender and explore transforms.
Okay welcome back over into blender.
So let's explore these transforms and what exactly they are you've already use them.
But you might not have realized it so transforms are broken down into three main categories.
Now we can actually see them down here on the three be head bar.
We've got Translation We've got rotation.
And we've got scale as well.
Now I'm going to open up the properties panel of the 3D editor by pressing the N key and we can see
that there's a section at the very top of this property panel we've got transport location rotation
and scale.
Now notice also we've got dimensions as well and we'll see how that is affected in a few moments.
So we can change any of these by typing values into any of these fields but we can also use the modifier
keys that we're accustomed to.
S for scaling rotation.
And of course after rotation n g.
I like to call that grab to move things around.
Now notice the little orange dot has moved.
That's your origin.
So now the object has a new location.
It has a new rotation because we've moved it round.
It also has a scale but wait a minute.
That scale is negative which means that the object normals will actually be pointing inwards at the
moment and we've got some dimensions here as well.
Notice they now say eight point nine five five.
Okay.
Now that is purely linked to how it was originally when we scaled it.
Nothing to do with how it is currently and we can prove that relatively straightforward with a bit of
Pi faggots.
So let's just delete our cube.
And with the three cursor in the centre I'm going to add a new cube.
That's better than just undoing all of those options.
So we have our cube in the centre of our scene here.
Now what happens if we look at it in detail and try and work out the diagonal distances so we can see
what's happening here the dimensions.
So as we can see here it's to blend the units across it occupies two of these grid spaces by two by
two which is why we've got the dimensions two by two by two.
And in scale we've got a scale of one now in object mode if we stay an object for a moment mode for
a moment and rotate it around the z axis by 45 degrees so that the two corners are laying along Xome
wine now.
And let's also rotate it.
I don't know by how much I'm going to go in to rotate mode and just move it around until it's roughly
right it's and we will see we've now got a cube that's on the x direction is going to be a lot more
than two across yet is still reading to him.
So what's going on here.
We can see he's got a rotation applied let's create a new mesh object so you shift and away and add
in another cube so we can compare.
Now I'm going to move this one across here so we're going to have a location on there of minus three.
We will apply that location first of all.
So we've got zeros throughout.
So on the object menu we can see we've got apply.
And then we can go up to location.
Now notice that has moved the origin back to 0 0 0.
That may not be ideal because the origin is used for lots of other things as well.
But we'll play with it for a moment.
With this new cube I'm going to do exactly the same operation I did with our other cube.
So let's go into edit mode first of all because now we're editing the mesh data itself.
Notice that it's location from the origin its average location because everything is selected.
We can see it's minus three point zero six again in the transformer.
Pierce there's another transform here.
But we'll see what actually happens when we get to doing stuff with this cube.
So let's do the same thing again so we are rotating on the z axis by 45.
And I think it was a rotation on the wire by 35 or thereabouts gebel tank.
Now this cueball vs cubes and then go back into object mode.
Here we can see we've now got an X dimension of three point four six for every Do the maths.
This cube here is two by two.
So two squared plus two squared this diagonal across here across this face becomes route 8.
That's just Pythagoras's.
So we've got let's go to wireframe mowen with the Z key.
This corner to this corner is made up of a side that is two in length here.
And Route 8 here.
So again that's eight Oh over here so we square roots eight.
We get eight in every square two we get four.
So this diagonal here following the z axis should be Route 12.
And if you do the maths Route 12 is three point four six Okay and then the present to go back into solid
mode.
We selects this other cube with the right mouse button.
See the dimensions haven't changed.
Okay.
So this is something to bear in mind that if you've actually played with your cube like this and haven't
applied your relocation rotations scale you can end up with some very weird artefacts.
Scaling does impact particle systems and the physics engine.
And so there's rotation in fact a lot of the time.
So do bear that in mind if you are operating in object mode doing all your scales and re sizing.
Now in general I tend to do all of that when I'm editing a mesh object.
I am in edit mode rather than object mode.
Now let's go ahead and apply all of the transforms using the shortcut key we just learn which is control
and a we get the menu up that we have before and when we click any of these let's say location here
we can apply it's location that's already at 0 0 0 so that's fine.
But in the operator panel in the lower left we can also apply the rotation and scale straight away and
have a look that we can toggle these on and off whilst we're here.
So we toggle the rotation on and off we see that the rotation flicks in the properties panel here from
0 degrees to where we positioned it.
But also the dimensions change to something more like it.
So once we've done that that's it we can clear off and do whatever else we want to do.
So if you scale something rotate something or indeed just move it.
Notice here now we're rotating this cube because we moved it and then applied the location earlier.
It's now rotating around its origin which is smack bang in the middle whereas this one when we rotate
it is rotating around its origin still but in a completely different way so you can see the impacts
of applying rotation relocation and scale.
The final thing here and let's get rid of these two cubes and add a brand new cube a new cube.
Excellent.
So now the new cube is here.
Let's play with doing everything we need to do.
But this time only in edit mode.
So we need to scale something by that much.
Rotate it by this much.
This is all arbitrary of course and move it over here.
That's a completely different thing to doing it in object mode.
It's very important to note those differences.
Notice that our location our rotations scale are all While one zero and zero respectively but the dimensions
have changed.
Getting rid of that cube again if you do decide that your scale in rotation and your moving of an object
i.e. transforming it if that's not good enough for you you can clear that rotation location and scale
the short cuts.
I'll go through in a moment but in the menu we can go to object clear and we can see here location rotation
scale and we've also got origin as well and Oulton.
Oh now it's strange that the other shortcut keys aren't actually listed here but we know that moving
rotation and scale is location is geegaws we're moving it rotation are scale.
S okay.
So let's hold down oltz and at the same time press s There we go we've cleared the scale.
If we go out g it will clear the transform.
And if you do.
Oh.
And ah it will clear the rotation.
So I said transform and then translate.
Okay.
So now we got our cube back in its default position so you can both apply and clear transforms.
Now this will become very important later on especially in the animated lamp section and also in the
fluffy bunny section.
And when we get to physics much much later on in the course.
So do take note of this.
This is one of the key things that can go wrong when you're especially when you're animating of that
early stage in the animated lamp.
It can be really confusing because your model will blow apart on the fluffy bunny for instance.
You'll end up with hair not looking right or looking too thin or too thick because it thinks it's a
much smaller model than it is if we just scale this up blender still sees that as a two by two by two
cube.
Despite it being huge at the moment or almost a now almost a 10 by 10 by 10 cube think it's nine across.
No.
Yes.
Yes almost 10 by 10 by 10 cube.
But blend all see that as a two by two by two cubes so act completely differently.
Okay so a quick summary before we finish off.
When you're in object mode you are adjusting the object data itself you can transform it you can rotate
it you can scale it etc. however you.
Are not changing the underlying mesh but rather how the mesh is displayed essentially.
If you are doing exactly the same thing but in edit mode you would actually be moving the mesh data
around so you would be doing the equivalent of change in the real position of those vertices edges and
faces.
Now there are many situations where you don't want to touch the objects scale but rather go into edit
mode and adjust the mesh data itself.
A great example of this is physics simulations if you have not applied your transforms.
Then things can go a bit haywire.
It also affects things like particle systems and you will see later on.
Some of you will make a mistake when we get to our fluffy bunny section.
If you don't apply the scale of an object you will find that your hairs are not distributed how you
think they would be.
And you may of course ask why bother making any of these transforms whilst in object mode to begin with.
Well it certainly speeds up your workflow if you can do that.
Just remember the end to apply those transforms unless you've got a really good reason not to.
Excellent well done.
You've sat through this and hopefully your brain hasn't turned to noodle soup.
Now there isn't a specific challenge with this particular lecture because this is something that's going
to be with you through out the rest of your blender usage whether it's on this course or in your personal
or professional life.
So do remember if unless you've got a very good reason.
Always apply your rotation your location and scale.
Do be careful with the location however because it can move the origin so you may have to move the origin
back to the object afterwards.
But that said I will see you guys in the next lecture.