To change the rotation axis in Maya, you adjust the object's pivot point.
The rotation axis of an object in Maya is determined by its pivot point. By default, this pivot point is often at the object's center or the world origin, but you can move it to control where the object rotates from.
Here's the primary method for adjusting the pivot point to change the rotation axis:
Adjusting the Pivot Point
According to the reference, the key to changing the rotation axis is adjusting the object's pivot.
- Select the object you wish to rotate.
- Go to the Maya main menu:
Edit > Pivot > Adjust Pivot
. - This enters a special mode where you can manipulate the pivot point directly. You will see the transform handles (move, rotate, scale) appear at the object's current pivot location instead of the object's geometry.
- Use the standard transform tools (W for Move, E for Rotate, R for Scale) to reposition the pivot point to your desired location.
- Once the pivot is where you want it, exit the Adjust Pivot mode. The reference indicates that simply moving the pivot allows you to change the rotation axis.
- Now, when you use the Rotate tool (E) on the object, it will rotate around the newly positioned pivot point.
Understanding the Pivot
Think of the pivot point as the object's "center of gravity" or "anchor" specifically for transformations (moving, rotating, scaling). When you rotate an object, Maya spins it around this specific point. Changing the pivot's location inherently changes the axis around which the rotation occurs.
Alternative Method: Using Keyboard Shortcuts
A more common and faster workflow for temporarily moving the pivot involves keyboard shortcuts:
- Select your object.
- Press the 'D' key (or the 'Insert' key on some keyboards) and hold it down. This temporarily activates pivot editing mode.
- While holding 'D' (or 'Insert'), use the standard move, rotate, or scale tools (W, E, R) to position the pivot.
- Release the 'D' (or 'Insert') key to exit pivot editing mode. The object's transform handles will now be at the new pivot location, and subsequent rotations will use this new pivot.
You can also snap the pivot to specific points using combinations with 'D' or 'Insert':
- Hold 'D' + 'V' and drag to snap the pivot to vertices.
- Hold 'D' + 'C' and drag to snap the pivot to curve points or edge centers.
- Hold 'D' + 'X' and drag to snap the pivot to the grid.
Freezing Transformations
Keep in mind that moving the pivot point using these methods doesn't change the object's actual mesh geometry, only its transformation origin. If you want to bake the new pivot location into the object's default state, you might need to Modify > Freeze Transformations
after resetting the pivot (e.g., to the object's bounding box center or origin) – however, simply changing the rotation axis for animation or manipulation only requires moving the pivot as described above. Freezing transformations affects the object's history and translate/rotate/scale values, which is a different operation than just temporarily or semi-permanently relocating the pivot point for rotation.
In summary, the rotation axis is directly tied to the pivot point's location. By moving the pivot, you effectively redefine the axis of rotation for your object.