- [Announcer] We saw the "Select and Move" tool
for the position transform.
Now let's look at the other two transforms
which are "Rotate and Scale",
and they will also be found here on the main toolbar.
We've got "Select and Move",
"Select and Rotate",
and "Select and Scale".
You'll see the tool tip there says
"Select and Uniform Scale."
We'll get back to that in a moment.
First, let's look at rotations.
Activate the "Select and Rotate" tool
and click on an object, such as this chair.
And we get a manipulator or Gizmo,
which is once again color-coded.
The x-, y-, and z- axes
are represented in red, green, and blue.
If I wanted to rotate around the z-axis,
or the elevation access of the world,
then I would click and drag on this blue circle
on the orb.
Click and drag on that blue circle
to rotate around the z-axis.
We see we're getting numerical updates there
in our view port.
And we also see that the values are updating
in the transform type-in area.
I can click and drag on the x-axis or the y-axis,
and as before,
I can plug in numerical values if I want to restore those.
I can set x to zero and set y to zero and press enter
and I'll leave the z-axis at some non-zero value.
Additionally, you can click and drag
in the center of the orb,
and that is a track-ball like effect.
If you click right in the center,
then you can see that you're rotating in three axes at once.
I don't tend to use that.
So I'm going to undo that,
and do that with the "Undo" button here
in the upper left of the main toolbar.
Maybe need to do that a couple of times,
get this back to neutral rotations in x and y
with values of zero.
Additionally, there's another circle,
which is around the orb,
that allows us to rotate in screen space,
along the line of site of our current view.
If I click and drag on that,
we can rotate the chair relative to our line of sight.
That's actually going to rotate the object in all three axes,
because our line of sight is some arbitrary vector
which is not aligned with the world grid.
I'll undo that,
I can do that with the keyboard shortcut,
which is Control + Z,
and now we're back where we were.
So that's the basics of Rotations.
Let's now talk about Scaling.
We can go over to the "Scale" tool,
and once again, we get a manipulator, or Gizmo,
that indicates three axes, x, y, and z,
color coded to red, green, and blue.
We can scale uniformly in all axes
by clicking and dragging in the center here,
and that's going to scale the object up or down.
I'll undo that with Control + Z.
We can non-uniformly scale in any one of the three axes,
or indeed in two axes at once.
For example,
we can click and drag on the x-axis of the Gizmo here.
That's going to scale relative to the x-axis of the world,
'cause our current coordinate system is actually the world.
Now that's going to introduce some skewing here.
I haven't just stretched the object in one axis
relative to itself,
but I've actually introduced some diagonal scaling here.
The object is no longer rectilinear, or square,
and that's because the object was not aligned
with the world when I performed that scale operation.
So I can undo that once again with Control + Z
and restore that back.
We can also scale in more than one axis at a time,
again, using the brackets here.
So on that manipulator, or Gizmo,
we have three brackets which allows to scale
in more than one axis.
So I'm in two axes at once.
I can click and drag on the y-z axis here,
and I'm scaling in two dimensions at once.
All right.
So if I release the mouse,
we see now that we've got this weird scaling.
If we want to put this back to proper shape,
then we could plug in values down here
in the transform type-in area.
But you'll notice that the x-axis is here, and accessible.
The y- and z- axes are grayed out.
We're not actually able to type in values
to restore that back to 100%.
Now there are a couple ways around this.
For one thing,
I could actually just type in some value here in x
and that would take effect here, in y and z
because we're in "Uniform Scaling Mode".
So for example, if I set this to a value of 50%,
it's going to set y and z to 50% as well.
And then if I bring this back up to 100,
now we're back where we were.
Now unfortunately,
that's caused an issue here where it's changed
the position of our objects.
So I'm going to undo that
with a couple of Control + Z operations.
So I'll do Control + Z a few times
and take us back to where we were.
So once again, if we scale this,
and introduce some skewing,
how can we get this back to where it was?
Well, we can go up to our main toolbar
and for one thing,
we can right click,
and that'll give us access to the transform type-in
and from here,
we can actually type in values of 100 and 100
and takes us back to where we were,
except for that pesi offset
that we're seeing here with the position.
So that's kind of unexpected,
but you know, things happen sometimes.
We can set this value back up,
maybe position this in a z value of zero.
Okay.
And there's one other thing that you can do here,
which is to use "Non-Uniform Scale Mode".
Some of these tools actually have hidden icons
underneath them,
and they're indicated by this little triangle
in the lower right,
and that's called the "Flyout Icon".
So if we click and hold,
we will get a Flyout,
and that'll allow us to choose some options.
And the default scale type is "Uniform Scale",
but we can also choose "Non-Uniform Scale",
which is the second of those icons.
And in Non-Uniform Scale Mode,
we actually can type in values here for x, y, and z,
independently of one another,
directly in the transform type-in area
without having to open up that dialogue.
So for example, I can set y to 50%,
and then set it back to 100%.
All right, that's how to use the "Rotate" and "Scale" tools.