2009
Every object has a pivot point that represents its local center and local
coordinate system. The pivot point of an object is used for the following:
■ Functions as the center of rotation and scaling when you use the
Pivot
Point transform center
on page 976.
■ Sets the default location of a modifier center.
■ Defines the transform relationship for the object's linked children.
■ Defines the joint location for inverse kinematics (IK) on page 3374.
You can adjust the position and orientation of an object's pivot point at any
time using the buttons in the Adjust Pivot rollout in the Hierarchy panel.
Adjusting an object's pivot has no effect on any children linked to that object.
NOTE You cannot animate the functions under the Adjust Pivot rollout. Adjusting
an object's pivot on any frame changes it for the entire animation. Use caution
when adjusting the pivot of an animated object. Adjusting the pivot on one frame
might produce unexpected results in another part of the animation. You should
adjust the pivot point to the location you want, before you start to animate, if
possible.
TIP Use the Link constraint on page 3308 to simulate the effect of an animated pivot.
The Pivot panel has these rollouts:
Adjust Pivot Rollout on page 3476
Working Pivot Rollout on page 3479
Adjust Transform Rollout on page 3483
Skin Pose Rollout on page 3485
Adjust Pivot Rollout
Make a selection in the viewport. > Hierarchy panel > Pivot button > Adjust
Pivot rollout
You can adjust the position and orientation of an object's
pivot point on page
8091 at any time using the buttons in the Adjust Pivot rollout. Adjusting an
object's pivot has no effect on any children linked to that object.
You cannot animate the functions under the Adjust Pivot rollout. Adjusting
an object's pivot on any frame changes it for the entire animation.
3476 | Chapter 15 Animation