Transform Orientations

Reference

Mode

Object and Edit Modes

Panel

Header ‣ Transform Orientations

Hotkey

Comma

Transform Orientations affect the behavior of Transformations: Location, Rotation, and Scale. You will see an effect on the Object Gizmo (the widget in the center of the selection), as well as on transformation constraints, Axis Locking.

For example, when you press X, during the execution of the operation, it will constrain the transformation to the Global X axis. But if you press X a second time it will constrain to your Transform Orientation‘s X axis.

../../../_images/editors_3dview_controls_orientation_menu.png

Transform Orientations selector.

The Orientations options can be set through the Transform Orientation selector in a 3D Viewport header.

In addition to the five preset options, you can define your own custom orientation (see Custom Orientations below).

Orientations

Global

Align the transformation axes to world space.

The Axis in the top right corner of the viewport, and the Grid Floor, shows the axes of world coordinate system.

Local

Align the transformation axes to the selected objects’ space.

When an object is rotated, the direction of the Local gizmo matches to the object’s rotation relative to the global axes. While the Global gizmo always correspond to world coordinates.

Normal

Align the transformation axes so that the Z axis of the gizmo will match the average Normal of the selected element. If multiple elements are selected, it will orient towards the average of those normals.

In Object Mode, this is equivalent to Local orientation.

Gimbal

Align each axis to the Euler rotation axis as used for input. Uses a Gimbal behavior that can be changed depending on the current Rotation Mode.

View

Align the transformation axes to the window of the 3D Viewport:

  • Y: Up/Down

  • X: Left/Right

  • Z: Towards/Away from the screen

Cursor

Align the transformation axes to the 3D cursor.

Examples

Cube with the rotation gizmo active in multiple transform orientations.
../../../_images/editors_3dview_controls_orientation_manipulator-global-1.png

Default cube with Global transform orientation selected.

../../../_images/editors_3dview_controls_orientation_manipulator-global-2.png

Rotated cube with Global orientation, gizmo has not changed.

../../../_images/editors_3dview_controls_orientation_manipulator-local.png

Local orientation, gizmo matches to the object’s rotation.

../../../_images/editors_3dview_controls_orientation_manipulator-normal.png

Normal orientation, in Edit Mode.

../../../_images/editors_3dview_controls_orientation_manipulator-gimbal.png

Gimbal transform orientation.

../../../_images/editors_3dview_controls_orientation_manipulator-view.png

View transform orientation.

Custom Orientations

Reference

Mode

Object and Edit Modes

Panel

Header ‣ Transform Orientations

You can define custom transform orientations, using object or mesh elements. Custom transform orientations defined from objects use the Local orientation of the object whereas those defined from selected mesh elements (vertices, edges, faces) use the Normal orientation of the selection.

../../../_images/editors_3dview_controls_orientation_custom.png

Transform Orientations panel.

The Transform Orientations panel, found in the header of the 3D Viewport, can be used to manage transform orientations: selecting the active orientation, adding (“+” icon), deleting (“X” icon) and rename custom orientations.

The default name for these orientations is derived from what you have selected. If it’s an edge, it will be titled, “Edge”, if it’s an object, it will take that object’s name, etc.

Create Orientation

To create a custom orientation, select the object or mesh element(s) and click the “+” button on the Transform Orientations panel.

../../../_images/editors_3dview_controls_orientation_custom-name.png

Create Orientation Adjust Last Operation panel.

Just after creating the orientation, the Create Orientation Adjust Last Operation panel gives a few options:

Name

Text field for naming the new orientation.

Use View

The new orientation will be aligned to the view space.

Use After Creation

If checked it leaves the newly created orientation active.

Overwrite Previous

If the new orientation is given an existing name, a suffix will be added to it to avoid overwriting the old one, unless Overwrite Previous is checked, in which case it will be overwritten.