- [Instructor] In the previous movie,
we got an introduction to using the select and move tool
to position objects in the 3D World.
Let's go a little bit deeper into that
and look at different ways we can do that,
including using numerical input and offsets.
I've got a scene here that I provided
with the exercise files.
If you don't have the exercise files,
you can just practice using some basic primitives.
As we saw it previously, we can move an object
by activating the select and move tool.
It's one of three transformation tools
or transform tools up here on the main toolbar.
We have move, rotate and scale.
Let's look at move.
If we hover the mouse over some object
it will highlight in yellow.
We'll get a yellow outline.
That's called pre-selection highlighting.
We haven't actually selected anything yet
but we're about to.
So if we hover the mouse over this chair over here
we'll get some yellow pre-selection highlighting on that.
Actually click on an object
and it will highlight with blue outlining
indicating that object is currently selected.
And we've got the select and move tool active.
And as before we can click and drag on one of these arrows
in order to move the object
in one of the cardinal directions of 3D space.
This is called the move gizmo.
The word gizmo is English vernacular
for a small device or a machine.
And it's a manipulator that allows us
to position the object.
The arrows here are color coded.
X is red.
Y is green.
And Z is blue.
So RGB equates to X, Y, and Z
in whatever the current reference coordinate system is.
We can move in different directions
depending upon what our current reference is.
That's chosen from a pull down up here
reference coordinate system.
For now we're going to leave that
in the default which is view.
Which means we're going to be moving
relative to the current viewport itself
in a perspective view.
That means we're actually going to be
moving relative to the world grid or the world axis.
So we can move in Y or X relative to the world.
If we go over into these orthographic views
such as the front view, we can right click in a view port
so we activate the view
though we don't actually lose our selection.
We'll see up here that X points to the right
and Y points upward.
Right click in the top view, and we see once again
X points to the right and Y points upward.
That's an indicator that we're actually moving
in the space of the viewport itself.
which may or may not correspond to the space of the world.
If we're operating in the top view then
there is a one to one correspondence.
Moving in X in the top view is the same as
moving in X, relative to the world axis.
And as we saw before, we can also move in
more than one axis at a time.
We can do that by clicking on the little bracket here.
So for example, if I click on the XY bracket
in the top viewport, I can position that object in X and Y
but I'm not moving it in Z,
which is elevation so it's staying on the ground.
I can do the same thing over here
in the perspective view once again,
right click in that view so I don't lose my selection
and I can click on the XY bracket here
in the perspective view.
And again, I'm not moving in Z,
so I'm not changing the elevation.
We can read and enter the numerical values
for transforms here in the transform type-in area
at the bottom of the screen.
And this tells us that we're at a certain position
and currently we're working in centimeters.
We can click and drag on the spinner here
and position that anywhere we want.
Or we can just select that field
and type in a value like 450 centimeters, press enter
and then the object is sent to that position.
For a little bit more control,
we can open up a dedicated window,
and that's accomplished by right clicking
on one of the transform tools.
Go up to the main toolbar and right click
on select and move,
and we get the move transform type-in dialogue.
And it gives us the same information
but it gives us a little bit more information
from one thing it's telling us
that the values that we see here are relative to the world.
So these are in absolute world position values.
So we can type in a value like negative 500 here.
And we send the object to that position.
We've also got the handy offset here.
We can plug in some value to position the object,
some distance away from where it currently is.
For example, like give it an X position offset
of a hundred centimeters
and it's moved a hundred centimeters forward
or I could send it back by typing in
a value of negative 100.
And now it's back at a position
of 500 centimeters in X.
All right, that's the basics of how to use
the move Gizmo and also the transform type-in tools
and the transform type-in dialogue.