User Manual

Table Of Contents
Rotation
Rotation Order
Use these buttons to select which order is used to apply rotation along each axis of the object.
For example, XYZ would apply the rotation to the X axis first, followed by the Y axis and then
finally the Z axis.
X, Y, Z Rotation
Use these controls to rotate the object around its pivot point. If the Use Target checkbox is
selected, then the rotation is relative to the position of the target; otherwise, the global
axis is used.
Pivot
X, Y, Z Pivot
A Pivot point is the point around which an object rotates. Normally, an object rotates around its
own center, which is considered to be a pivot of 0,0,0. These controls can be used to offset the
pivot from the center.
Scale
X, Y, Z Scale
If the Lock X/Y/Z checkbox is checked, a single Scale slider is shown. This adjusts the overall
size of the object. If the Lock checkbox is unchecked, individual X, Y, and Z sliders are
displayed to allow individual scaling in each dimension. Note: If the Lock checkbox is checked,
scaling of individual dimensions is not possible, even when dragging specific axes of the
Transformation Widget in scale mode.
Use Target
Selecting the Use Target checkbox enables a set of controls for positioning an XYZ target.
When target is enabled, the object always rotates to face the target. The rotation of the object
becomes relative to the target.
Import Transform
Opens a file browser where you can select a scene file saved or exported by your 3D
application. It supports the following file types:
LightWave Scene .lws
Max Scene .ase
Maya Ascii Scene .ma
dotXSI .xsi
The Import Transform button imports only transformation data. For 3D geometry, lights, and
cameras, consider using the File > FBX Import option.
Onscreen Transformation Controls
Viewer Transform controls
Chapter – 80 3D Nodes 1748