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- [Man] The previous video,
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we have seen that object transform
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is based on its pivot point.
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Now let's see what we are
currently transforming.
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As a Blender user and a 3D artist,
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you know that in space we are
using the x-, y-, and z-axis
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to move our objects.
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We can find the representation
of those axes on the grid
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with the x- and y-axes being
those red and green lines.
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And also on the view widget
on the top right corner,
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that allow us to switch
to the different views.
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When an object is not transformed,
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its position is aligned
with the world origin.
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As soon as we input some
values into its x-coordinate,
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for example, it will slide,
moving along the x-ward axis,
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and it will behave the same whether
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we are playing with the y or z value.
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There is no limitation to those value,
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they can be positive or negative,
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and our object will move
left, right, up, and down,
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or front and back, depending on those.
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If I enter a value of
one and one on x and z,
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we can see our object offset
from the center of our scene.
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When it comes to rotation,
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we don't rotate along an
axis, but around an axis.
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If I rotate around the x-axis,
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I can see my x rotation value changing,
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and my object is currently
rotating around the red arrow.
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And as always, the origin of the object
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is used as the origin of the rotation.
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If you have difficulties understanding
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on which axis you are going to rotate,
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you can activate the rotation gizmo
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that make it more obvious.
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If I now perform a scanning pressing S
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and concentrate it on
the x-axis pressing x,
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you can see that I'm scaling my object
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along the selected axis.
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The same on the y-axis
here or on the z-axis.
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So, scaling is along the object axis.
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One last option that
is available for object
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is delta transform.
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When I go into the object properties,
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I can see this delta transform panel
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that looks like the
classic transform panel.
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Delta transforms behave
the same way as transform,
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but they are added on top
of your transformation.
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So you can see here, when
I add the delta transform
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of one and one on top of my
one and one classic transform,
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my object is offset to the
position two on x and two on z.
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To be honest, I almost never
use the delta transform,
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and I don't think we will be
using it during this course.
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It can be useful whenever
you want to offset
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an existing object animation, for example.
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Let's say you have animate
an up and down motion
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and you want to easily
offset it on the side.
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Using the delta transform
will make your life easier.
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But there are other way to do it,
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and we will see that during the course.
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To summarize, we have seen
that location, transformation,
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and scaling are done along the axis,
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while rotation is done around the axis,
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and we can offset an animation
using delta transform.
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