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In this topic

  • Add a primitive
  • Move
  • Rotate
  • Scale
  • Duplicate
  • Repeat in a line
  • Repeat around a center
  • Snap to a grid
  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms
Browse documentation
  • Overview
  • Get started with Show3D
  • Modeling tools
    • Modeling examples
  • Materials & textures
  • Agent modeling
    • Connect Codex
  • Asset generation

In this topic

  • Add a primitive
  • Move
  • Rotate
  • Scale
  • Duplicate
  • Repeat in a line
  • Repeat around a center
  • Snap to a grid
  • Align vertices
  • Group objects
  • Join meshes
  • Set the origin
  • Apply transforms

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Modeling tools
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  3. Modeling tools
  4. Rotate

Rotate

Rotate the object about its pivot. Vertex distances from that pivot are preserved.

Before you start

Select an object in object mode and locate its transform pivot. Rotation uses that pivot, so a distant origin can make the object travel around a large circle.

Use the operation

Orient a part without changing its proportions.

  1. Choose Rotate in Transform Mode; the displayed shortcut is E when the workspace has focus.
  2. Choose World or Local and drag the ring for the required axis.
  3. For a known angle on one object, edit Rotation in its properties. The interface shows degrees.
  4. Inspect the result from a second view and check connections to neighboring parts.

Controls and choices

ControlsWhat changes
Rotation X / Y / ZSets orientation in degrees relative to the parent. Multiple axis rotations interact; change one at a time when diagnosing a result.
Transform spaceWorld follows scene axes; Local follows the selected object's orientation.
OriginAffects the center of object rotation. Reset Origin can recenter a mesh on its geometry bounds.

See what changes

Before

Rotate: Original orientation

Original orientation

After

Rotate: Turned about the pivot

Turned about the pivot

Concept illustration. The diagrams explain the operation. Your result depends on the starting geometry and settings.

Check the result

Distances within the object should remain unchanged. If rotation makes the part swing away from its intended location, check the pivot before compensating with extra moves. Inspect parent transforms if numeric rotation does not match the apparent world orientation.

Related operations

Set the originMoveApply transforms

Practice in Show3D

Open the editor and follow the steps with your own scene.
Start modelingModeling essentials

On this page

Before you startUse the operationControls and choicesSee what changesCheck the resultRelated operations