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blender-manual-2.49a-1ark.i586.rpm

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>Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH
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>ObjectMode</TD
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><H1
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><A
NAME="mesh_modelling_objectmode_rotating"
></A
>Rotating objects</H1
><P
>     
	To rotate objects, activate Rotate mode by pressing     
	<B
CLASS="keycap"
>RKEY</B
>. As in Grab mode, you can change the     
	rotation by moving the mouse, confirm with <B
CLASS="keycap"
>LMB</B
>,     
	or <B
CLASS="keycap"
>ENTER</B
> cancel with <B
CLASS="keycap"
>RMB</B
>     
	or <B
CLASS="keycap"
>ESC</B
>. 
</P
><P
>     
	Rotation in 3D space occurs around an axis, and there are various     
	ways to define this axis. Blender defines an axis by    
	direction and a point that it passes through. For example, by default, the     
	direction of the axis is orthogonal to your screen.
</P
><P
>&#13;	If you are     
	viewing the scene from the front, side, or top, the     
	rotation axis will be parallel to one of the global coordinate     
	system axes. If you are viewing the scene from an angle, the rotation axis     
	is angled too, which can easily lead to a very odd rotation of your     
	object. In this case, you may want to keep the rotation axis     
	parallel to the coordinate system axes. Toggle this behaviour by     
	pressing <B
CLASS="keycap"
>MMB</B
> during Rotate mode and watch the    
	angle display in the window header. 
</P
><P
>&#13;	Alternatively, once you are in rotate mode, you can press 
	<B
CLASS="keycap"
>XKEY</B
>
	<B
CLASS="keycap"
>YKEY</B
> or <B
CLASS="keycap"
>ZKEY</B
> to constrain rotation
	along that axis of the <I
CLASS="emphasis"
>global reference</I
>.By
	pressing <B
CLASS="keycap"
>XKEY</B
>-<B
CLASS="keycap"
>XKEY</B
> (<B
CLASS="keycap"
>XKEY</B
> twice) you constrain rotation
	around the x axis of the Object <I
CLASS="emphasis"
>local reference</I
>.
	The same is true for double <B
CLASS="keycap"
>YKEY</B
> and <B
CLASS="keycap"
>ZKEY</B
>.
	As for Grab, a third keypress removes constraints.
</P
><P
>&#13;	It is possible to have a numerical imput for rotation exactly as it
	was for translations.
</P
><P
>     
	Select the point for the rotation axis to pass through    
	with the pertinent menu in the header of the 3D window, as discussed below.     
	(<A
HREF="x2137.html#BSG.EDT.F.MAK.OB1"
>Figure 1</A
>). 
</P
><DIV
CLASS="figure"
><A
NAME="BSG.EDT.F.MAK.OB1"
></A
><DIV
CLASS="mediaobject"
><P
><IMG
SRC="PartM/objectmode/gfx/ObjectModeRotate.png"></P
></DIV
><P
><B
>Figure 1. The rotation point selection buttons</B
></P
></DIV
><P
></P
><UL
><LI
><P
>     
		<I
CLASS="emphasis"
>Bounding Box Center</I
> - 
		the axis passes through 
		the center of the selection's bounding box. 
		(If only one object is selected, the point used is the center 
		point of the object, which might not necessarily be in the geometric
		center. In     <A
HREF="x2137.html#BSG.EDT.F.MAK.OB1"
>Figure 1</A
> it is on the middle 
		of the rightmost edge, marked by a purple dot. For more on this point,
     		see <A
HREF="x2434.html"
>the Section called <I
>EditMode</I
> in the chapter called <I
>Mesh Modelling</I
></A
>.) 
	</P
></LI
><LI
><P
>&#13;		<I
CLASS="emphasis"
>Median Point</I
> - 
	    	the axis passes through 
		the median point of the selection. This difference is only 
		relevant in EditMode, and the 'Median' point is the barycentrum 
		of all vertices. 
	</P
></LI
><LI
><P
>&#13;		<I
CLASS="emphasis"
>3D Cursor</I
> - 
	     	the axis passes through the 
		3D cursor. The cursor can be placed anywhere you wish before rotating.     
		You can use this option to easily perform certain translations the 
		at the same time that you rotate an object. 
	</P
></LI
><LI
><P
>&#13;		<I
CLASS="emphasis"
>Individual Object Centers</I
> - 
	      each selected object 
		receives its own rotation axis, all mutually parallel and passing 
		through the center point of each object, respectively. If you 
		select only one object, you will get the same effect 
		as with the first button. 
	</P
></LI
></UL
><P
>     
	If you're just getting started with rotation, don't worry too much about 
	the foregoing details. Just play around with 
	Blender's tools and you'll get a feeling for how to work with them. 
</P
><P
>&#13;	Keeping <B
CLASS="keycap"
>CTRL</B
> pressed switches to snap mode.
	In snap mode rotations are constrained to 5� steps. Keeping 
	<B
CLASS="keycap"
>SHIFT</B
> 
	pressed allows fine tuning here too. The rotation of selected objects can 
	be reset to the default value 
	by pressing <B
CLASS="keycap"
>ALT-R</B
>.
</P
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><P
>     
	You can also enter Rotate mode by drawing a 
	circular line while holding down <B
CLASS="keycap"
>LMB</B
>. 
	 
</P
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