All language subtitles for 02-02-Object transform channel

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,450 --> 00:00:01,600 - [Man] The previous video, 2 00:00:01,600 --> 00:00:03,800 we have seen that object transform 3 00:00:03,800 --> 00:00:06,720 is based on its pivot point. 4 00:00:06,720 --> 00:00:10,220 Now let's see what we are currently transforming. 5 00:00:10,220 --> 00:00:13,020 As a Blender user and a 3D artist, 6 00:00:13,020 --> 00:00:18,020 you know that in space we are using the x-, y-, and z-axis 7 00:00:18,680 --> 00:00:20,720 to move our objects. 8 00:00:20,720 --> 00:00:24,810 We can find the representation of those axes on the grid 9 00:00:24,810 --> 00:00:29,810 with the x- and y-axes being those red and green lines. 10 00:00:29,960 --> 00:00:33,970 And also on the view widget on the top right corner, 11 00:00:33,970 --> 00:00:37,110 that allow us to switch to the different views. 12 00:00:37,110 --> 00:00:39,750 When an object is not transformed, 13 00:00:39,750 --> 00:00:43,090 its position is aligned with the world origin. 14 00:00:43,090 --> 00:00:47,950 As soon as we input some values into its x-coordinate, 15 00:00:47,950 --> 00:00:52,950 for example, it will slide, moving along the x-ward axis, 16 00:00:53,700 --> 00:00:55,740 and it will behave the same whether 17 00:00:55,740 --> 00:00:58,900 we are playing with the y or z value. 18 00:00:58,900 --> 00:01:01,500 There is no limitation to those value, 19 00:01:01,500 --> 00:01:04,090 they can be positive or negative, 20 00:01:04,090 --> 00:01:07,870 and our object will move left, right, up, and down, 21 00:01:07,870 --> 00:01:10,790 or front and back, depending on those. 22 00:01:10,790 --> 00:01:15,060 If I enter a value of one and one on x and z, 23 00:01:15,060 --> 00:01:20,060 we can see our object offset from the center of our scene. 24 00:01:20,320 --> 00:01:22,730 When it comes to rotation, 25 00:01:22,730 --> 00:01:26,820 we don't rotate along an axis, but around an axis. 26 00:01:26,820 --> 00:01:29,960 If I rotate around the x-axis, 27 00:01:29,960 --> 00:01:32,860 I can see my x rotation value changing, 28 00:01:32,860 --> 00:01:37,860 and my object is currently rotating around the red arrow. 29 00:01:38,050 --> 00:01:41,340 And as always, the origin of the object 30 00:01:41,340 --> 00:01:45,300 is used as the origin of the rotation. 31 00:01:45,300 --> 00:01:47,266 If you have difficulties understanding 32 00:01:47,266 --> 00:01:50,620 on which axis you are going to rotate, 33 00:01:50,620 --> 00:01:53,470 you can activate the rotation gizmo 34 00:01:53,470 --> 00:01:55,680 that make it more obvious. 35 00:01:55,680 --> 00:01:59,240 If I now perform a scanning pressing S 36 00:01:59,240 --> 00:02:03,430 and concentrate it on the x-axis pressing x, 37 00:02:03,430 --> 00:02:06,400 you can see that I'm scaling my object 38 00:02:06,400 --> 00:02:08,500 along the selected axis. 39 00:02:08,500 --> 00:02:12,190 The same on the y-axis here or on the z-axis. 40 00:02:12,190 --> 00:02:16,230 So, scaling is along the object axis. 41 00:02:16,230 --> 00:02:20,330 One last option that is available for object 42 00:02:20,330 --> 00:02:22,050 is delta transform. 43 00:02:22,050 --> 00:02:24,830 When I go into the object properties, 44 00:02:24,830 --> 00:02:28,160 I can see this delta transform panel 45 00:02:28,160 --> 00:02:31,110 that looks like the classic transform panel. 46 00:02:31,110 --> 00:02:35,470 Delta transforms behave the same way as transform, 47 00:02:35,470 --> 00:02:39,800 but they are added on top of your transformation. 48 00:02:39,800 --> 00:02:43,470 So you can see here, when I add the delta transform 49 00:02:43,470 --> 00:02:48,410 of one and one on top of my one and one classic transform, 50 00:02:48,410 --> 00:02:53,410 my object is offset to the position two on x and two on z. 51 00:02:54,690 --> 00:02:59,420 To be honest, I almost never use the delta transform, 52 00:02:59,420 --> 00:03:03,690 and I don't think we will be using it during this course. 53 00:03:03,690 --> 00:03:06,670 It can be useful whenever you want to offset 54 00:03:06,670 --> 00:03:10,930 an existing object animation, for example. 55 00:03:10,930 --> 00:03:14,000 Let's say you have animate an up and down motion 56 00:03:14,000 --> 00:03:17,740 and you want to easily offset it on the side. 57 00:03:17,740 --> 00:03:21,160 Using the delta transform will make your life easier. 58 00:03:21,160 --> 00:03:23,270 But there are other way to do it, 59 00:03:23,270 --> 00:03:26,040 and we will see that during the course. 60 00:03:26,040 --> 00:03:29,540 To summarize, we have seen that location, transformation, 61 00:03:29,540 --> 00:03:32,780 and scaling are done along the axis, 62 00:03:32,780 --> 00:03:37,030 while rotation is done around the axis, 63 00:03:37,030 --> 00:03:41,503 and we can offset an animation using delta transform. 5152

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