Changing the center pivot in Blender can be done in a few different ways, depending on the desired outcome. Here's a breakdown of common methods:
1. Changing the Origin Point (Permanent Pivot Change):
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This method permanently changes the object's origin, which Blender uses as the pivot point for transformations like rotation, scaling, and translation.
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Steps:
1. **Enter Edit Mode:** Select your object and press `Tab` to enter Edit Mode.
2. **Select Geometry:** Select the vertex, edge, or face that you want to be the new origin point.
3. **Set Origin to Selected:** In the 3D Viewport's menu, go to `Object` -> `Set Origin` -> `Origin to Selected`. (Alternatively, right-click in the 3D Viewport and choose `Set Origin` -> `Origin to Selected`.)
- Now, the object's origin (and therefore pivot point) will be at the selected geometry. Transformations will occur relative to this new origin.
2. Using the 3D Cursor as the Pivot Point (Temporary Pivot Change):
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This method allows you to use the 3D Cursor as a temporary pivot point for transformations, without permanently changing the object's origin.
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Steps:
1. **Position the 3D Cursor:** Select the `3D Cursor` tool from the Toolbar (usually on the left side of the Blender interface). Click in the 3D Viewport to place the cursor where you want the pivot to be. You can also use `Shift + S` for the snap pie menu to precisely position it relative to your existing geometry.
2. **Set the Pivot Point:** In the header of the 3D Viewport (usually at the top), find the "Pivot Point" dropdown menu (it might say "Median Point" by default). Click it and select `3D Cursor`.
3. **Transform the Object:** Now, when you rotate, scale, or translate the object, it will use the 3D Cursor as the pivot point.
- To revert back to the default pivot point, simply change the "Pivot Point" setting back to "Median Point", "Individual Origins", "Active Element", or another option, as desired.
3. Origin to Geometry (Quick Pivot Change):
- Another easy way to quickly change the pivot point is to select your object, right-click in the viewport, and select
Set Origin > Origin to Geometry
. This will automatically place the origin at the center of the object's geometry.
Example Scenario:
Imagine you have a door object, and its pivot point is at the corner. You want it to rotate from the hinge. You would:
- Enter edit mode.
- Select the vertices representing the hinge.
Object > Set Origin > Origin to Selected
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Now, the door will rotate around the hinge point.
Important Considerations:
- Origin vs. Pivot: The origin is a point in space that defines the object's location and serves as the default pivot point. The pivot point setting determines which point in space is used for transformations.
- Object Mode vs. Edit Mode: Changing the origin usually involves going into Edit Mode to select specific geometry. The pivot point setting is changed in Object Mode.
- Impact on Animation: Changing the origin of an object after it has been animated can break the animation, as the transformations will now be relative to the new origin. Be mindful of this!