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Original subtitles

- In blender almost any input can be animated.

Whether it's an object position, the armature

or a character, or even the color of an object.

Let's start simple with object transformation.

In this chapter,

we will focus on object animation.

And understanding what an object is, is crucial.

An object in blender is a simple container

and depending on what kind of object you've added

it contains different objects datas

like mesh datas, camera datas or empty datas.

These datas can be transferred

from one object to the other.

The important thing regarding object animation

are not these object or mesh datas,

but the object transform data.

The position of the object in space reserved

of its location transform.

Its orientation is based on its rotation values

and size is the result of its original size

multiplied by its current scale.

For example, a cube mesh that is one meter tall

and has a scale of 1.5

will be 1.5 meter tall in the viewport.

These coordinates and transform information

are affecting the origin of the object.

So while the mesh object might look offset,

its position is not linked to its geometry,

but only to its origin point.

So basically when transforming an object

you're just transforming its origin point.

We can see that everything rotates

or scale around or toward the origin point.

We can see this doted line between my mouse cursor

and the origin point of the object,

showing the pivot to use for this transformation.

The current location of the object

is based on this origin point.

And it's measured based on the origin of the blender scene

or the origin of old space.

So by default the origin of an object

is it's transformation pivot

and what we are going to animate.

even if an object seems to be made

of multiple object the only important thing

for animation is its origin point.

You can use the different gizmos available

in the tool panel to transform your object.

I generally prefer to use the shortcuts G to move,

S to scale and R to rotate combined with XYZ

and shift to constraint around specific axis.

To summarize, any kind of object has an origin point.

When animating an object,

we are manipulating its origin coordinate.

So manipulating an object,

is manipulating a single point in space.

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