WEBVTT

00:00.180 --> 00:06.330
Welcome to pivot points in this video we're going to talk about pivot points and origins and how they

00:06.330 --> 00:07.180
interact.

00:07.230 --> 00:10.260
We'll take a closer look at pivot points.

00:10.260 --> 00:14.810
There are five different types and the how they vary when you're modelling.

00:14.820 --> 00:21.120
We'll talk about how to change them and go through the shortcut keys for them as well and things to

00:21.120 --> 00:26.670
watch out for when you're modelling pivot points are one of those tripping things that if you don't

00:26.670 --> 00:34.220
realize you've changed them or that you've set them incorrectly it can make modelling quite difficult.

00:34.230 --> 00:38.800
So let's go explore pivot points now and hop on over in a blender.

00:39.800 --> 00:43.730
Okay so in front of us we have a default blender file.

00:43.730 --> 00:49.520
And I just want to say quickly that this is an insert into the course because there have been several

00:49.520 --> 00:54.310
requests for pivot points to be covered a bit earlier on in the course.

00:54.350 --> 00:55.790
So that's what we're doing.

00:55.790 --> 01:02.720
And in this case we need to first find out where they are and if we go down to the 3D header toolbar

01:02.780 --> 01:06.320
we see there is an option for pivot points.

01:06.440 --> 01:13.250
And here we have a selection of five different pivot points active element median point individual origins

01:13.250 --> 01:16.240
3D cursor and bounding box sent up.

01:16.550 --> 01:22.020
Now we will use the three objects in our scene as the example for the pivoting.

01:22.280 --> 01:29.600
Now if we go ahead and select the camera hold down Shift and select the lamp and Cube.

01:29.630 --> 01:35.990
We've now got three objects selected and we can confirm that in the hierarchy as well over in the outliner.

01:36.500 --> 01:40.230
So the first option is this median points.

01:40.250 --> 01:45.890
Now I'd say the first option that's obviously not the one at the top is the default one that usually

01:45.920 --> 01:53.000
you'll be set to and if we rotate around you'll see that the Widget the 3D manipulator widget is now

01:53.270 --> 01:59.150
placed in the middle will kind of in the middle of these three places.

01:59.150 --> 02:02.490
And that gives us a clue as to what's going to happen.

02:02.600 --> 02:11.180
That does mean if we were to scale or rotate it would scale around or towards that point unescaped come

02:11.180 --> 02:11.720
out.

02:11.720 --> 02:15.050
It may even rotate around that point.

02:15.110 --> 02:16.290
Pretty cool.

02:16.400 --> 02:20.390
Pretty useful as well if that's what you want to be able to do.

02:20.540 --> 02:22.670
Now let's go to the active element.

02:22.670 --> 02:23.680
What does that mean.

02:23.840 --> 02:29.510
Well you will notice at this point that now these 3D manipulator which has actually gone all the way

02:29.510 --> 02:35.880
to the cube if you can't see this 3-d manipulator widget you may want to turn it on in the toolbar.

02:35.900 --> 02:39.370
You may have clicked that by accident and turned it off.

02:39.380 --> 02:45.800
Now with this you probably guessed already is going to rotate around the cube itself around the cubes

02:45.890 --> 02:46.850
centre.

02:47.150 --> 02:50.350
And that's all we all the way round.

02:50.360 --> 02:51.820
Lots of fun to be had.

02:52.520 --> 02:59.270
Individual origins can be incredibly useful when you're scaling things by their self or rotating them.

02:59.270 --> 03:04.970
So if we rotate here you'll see that both the camera and the cube are rotating the lamp is as well we

03:04.970 --> 03:06.540
just can't see it.

03:06.570 --> 03:11.340
And again scaling will scale around their own origins.

03:11.340 --> 03:12.720
Now what's the origin.

03:12.730 --> 03:17.330
Here's that little orange or yellow dots in the middle of every object.

03:17.370 --> 03:21.370
Now we'll cover that in much more detail later on.

03:21.860 --> 03:26.900
Finally the 3D cursor and the reason why I say finally is because we're not really going to go into

03:26.900 --> 03:28.040
the bounding box.

03:28.050 --> 03:30.020
I'll show you all it does in a second anyway.

03:30.410 --> 03:36.470
The 3-d cursor is the crosshairs that you move about all the time and we can see that because the 3D

03:36.470 --> 03:42.560
cursor has been set as the pivot point the 3D manipulator which is also moving accordingly.

03:42.590 --> 03:47.110
And now we would rotate and scale around that point.

03:47.390 --> 03:53.150
So it's incredibly useful for certain tasks but incredibly frustrating when you trying to do something

03:53.150 --> 03:56.830
and don't realize why blender is behaving oddly.

03:56.840 --> 04:00.460
Now there are keyboard shortcut keys for all of this.

04:00.560 --> 04:05.050
But before we do that I'm going to do the bounding box now have a look at the bounding box.

04:05.770 --> 04:10.070
And now have a look at the medium points.

04:11.560 --> 04:17.050
Now the bounding box is simply a box drawn around all of these objects.

04:17.320 --> 04:22.840
And then the centre of that box is displayed and that's slightly different because of the shape of the

04:22.840 --> 04:25.800
box then the medium point will be.

04:26.710 --> 04:34.510
So there we go that takes into account the extra dimension on the cube here that goes out this way.

04:34.510 --> 04:41.730
The medium point just takes the actual points that these origins exist in 3-d space.

04:42.760 --> 04:44.890
So let's talk about shortcut keys.

04:44.890 --> 04:46.990
So let's start with the 3-d cursor.

04:46.990 --> 04:49.240
Because it's the simple one to get to.

04:49.400 --> 04:51.700
That's the full stop or period key.

04:51.850 --> 04:58.780
And we will see that the pivot point changes and that is one that gets people typing in values like

04:58.780 --> 05:05.020
scale by two point three or something along those lines they don't quite have it all engaged properly.

05:05.020 --> 05:12.790
It's very easy to hit the full stop or indeed any key on the keyboard since Blender's so keyboard heavy

05:13.240 --> 05:16.520
and change the setting you didn't realize you could change.

05:16.730 --> 05:22.550
Now colmar which is right next to the period full stop will change it to bounding box.

05:23.550 --> 05:26.850
And then we need modifier keys for the next one.

05:26.850 --> 05:34.980
So in order to do individual origin's we need to hold down control and full stop of all the period key

05:35.910 --> 05:43.420
and then median is control and the karma and that sets us back to our default position.

05:43.530 --> 05:48.080
And finally active element is altes and full stop.

05:48.210 --> 05:53.830
And of course those that are on a system where the old key is a system key.

05:53.850 --> 06:00.430
You may need to hold down the windows key at the same time that's particularly useful for Linux users.

06:00.630 --> 06:06.540
So pivot points are incredibly useful and if you find Blender's being a bit weird when you're scaling

06:06.540 --> 06:08.830
it's not doing what you think it should be doing.

06:08.880 --> 06:10.350
Then do check your pivot point.

06:10.350 --> 06:16.400
You may have changed it inadvertently or changed it and forgotten that you changed it.

06:16.440 --> 06:22.820
The common ones to change them to are the 3D cursor individual origins and medium point.

06:22.920 --> 06:28.220
I very rarely use active elliman or bounding box centre in my work.

06:31.370 --> 06:33.380
And of course you know what time it is now.

06:33.710 --> 06:35.490
It's time for a challenge.

06:36.380 --> 06:39.840
I would like you to go ahead and scale a cube.

06:40.070 --> 06:42.220
But in a particular way.

06:42.380 --> 06:50.600
So you start from the default scene scale a cube from its base but without moving it.

06:51.260 --> 06:55.190
And there will be several ways of achieving this.

06:55.580 --> 07:02.360
She is scanning the cube from its base so essentially is base does not move from where it starts but

07:02.360 --> 07:05.910
the rest of it will grow outwards from that base.

07:06.670 --> 07:07.660
Pulls a video.

07:07.660 --> 07:08.400
Think about it.

07:08.410 --> 07:10.540
There are several ways of achieving this.

07:10.690 --> 07:15.560
Neither are better than the alpha balls video now and give that a go.

07:18.170 --> 07:19.570
Okay guys welcome back.

07:19.700 --> 07:24.330
Let's go ahead and scale a cube from its base without moving it.

07:25.590 --> 07:31.510
Okay so we're back into the default blender scene here and there are a couple of options.

07:31.560 --> 07:38.250
One does involve kind of moving it so I'm going to rule that one out because you can move the origin

07:38.250 --> 07:45.300
itself to the base and then just use the median tool or individual origins or active element and then

07:45.300 --> 07:46.480
scale up from there.

07:46.590 --> 07:54.220
But what we can do is we can actually put three the cursor on the base and I can approximate that by

07:54.810 --> 07:57.890
moving around and clicking on the base.

07:58.050 --> 08:02.490
And now it will scale outwards from the base itself.

08:02.530 --> 08:06.540
If I have it in 3D cursor pivot point.

08:06.540 --> 08:11.970
Now let's scale that and we can see the base is not getting any higher.

08:12.090 --> 08:14.580
Now this is quite difficult to see from this angle.

08:14.580 --> 08:20.700
So I'm going to go into orthographic projection mode and from the side and we should see here that is

08:20.700 --> 08:24.720
one bloody unit negative on the z and one blender unit higher.

08:24.850 --> 08:28.680
And if we scale up we notice that it doesn't get any lower.

08:28.710 --> 08:32.130
It is literally scaling around that 3-d cursor.

08:32.150 --> 08:34.950
Of course everything else is as well including the camera.

08:34.950 --> 08:39.370
So I'm just going to select the cube by itself and make it larger.

08:39.750 --> 08:42.330
And there we go we scaled it up from the base.

08:42.480 --> 08:43.290
Excellent.

08:43.290 --> 08:47.120
How did you guys get on please share your work in the forum.

08:47.220 --> 08:49.780
And I will see you guys in the next lecture.
