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  4. Reset the origin

Reset the origin

Reset an object’s origin to the center of its geometry bounds without moving the visible geometry.

Before you start

Select a mesh in object mode. Use Reset Origin when its pivot should be at the center of its geometry bounds. The current command recenters the origin; it does not provide an arbitrary pivot-placement dialog.

Use the operation

Recenter the pivot before rotating or scaling a part.

  1. Select the mesh and inspect the position of its transform gizmo relative to the visible geometry.
  2. Choose Reset Origin from the object context menu.
  3. Confirm that the origin moves to the center of the mesh's local geometry bounds while the visible geometry stays in place.
  4. Try a small rotation to check the new pivot, then undo that rotation if it was only a positioning check.

Controls and choices

ControlsWhat changes
Geometry boundsThe command uses the local bounding-box center, which can differ from the center of mass or a visually preferred hinge point.
Object positionThe position compensates for the geometry offset so the visible mesh retains its world placement.
Apply transformsBaking transforms is a different operation. Choose it only when you also need to normalize transform values.

Try it in your scene

On an off-center mesh, use Reset Origin and inspect the pivot before rotating the object.

Check the result

Check that the mesh did not visibly shift and that the new pivot is useful for the next transform. A long protrusion can pull the bounding-box center away from the main body. For a hinge or a shared assembly center, a parent group can provide a more suitable transform context.

Related operations

RotateScaleGroup objectsApply transforms

Practice in Show3D

Open the editor and follow the steps with your own scene.
Open Show3DBrowse documentation

On this page

Before you startUse the operationControls and choicesTry it in your sceneCheck the resultRelated operations