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Transform Properties

Each object stores its position, orientation, and scale values. These may need to be manipulated numerically, reset, or applied.

Transform Properties Panel

Mode: Edit and Object modes

Hotkey: N

Menu: Object » Transform Properties

The Transform Properties section in the View Properties panel allows you to view and manually/numerically control the position, rotation, and other properties of an object, in Object mode. In Edit mode, it mainly allows you to enter precise coordinates for a vertex, or median position for a group of vertices (including an edge/face). As each type of object has a different set of options in its Transform Properties panel in Edit mode, see their respective descriptions in the Modeling chapter.

Options in Object mode

Transform Properties panel in Object mode.
Location X, Location Y, Location Z
The object’s center location in global coordinates.
Rotation X, Rotation Y, Rotation Z
The object’s orientation, relative to the global axes and its own center.
Scale X, Scale Y, Scale Z
The object’s scale, relative to its center, in local coordinates (i.e. the Scale X value represents the scale along the local X-axis). Each object (cube, sphere, etc.), when created, has a scale of one blender unit in each local direction. To make the object bigger or smaller, you scale it in the desired dimension.
Dimensions X, Dimensions Y, Dimensions Z
The object’s basic dimensions (in blender units) from one outside edge to another, as if measured with a ruler. For multi-faceted surfaces, these fields give the dimensions of the bounding box (aligned with the local axes – think of a cardboard box just big enough to hold the object).


Use this panel to either edit or display the object’s transform properties such as position, rotation and/or scaling. These fields change the object’s center and then affects the aspect of all of its vertices and faces.

Ipo Note
The values of the location, rotation, and scale can also be affected by an Ipo keyframe, so if there are Ipo keys associated with the object, be sure to reset them after making changes in this panel, or your changes will be lost when the frame is changed (Ipo keys override manually-set properties).


Some fields have extra functionality or features, such as scroll regions. When attempting to edit these types of fields it is easier to use {⇧ ShiftLMB Template-LMB.png instead of just LMB Template-LMB.png. After you have edited a field click outside of the field’s edit area or press ↵ Enter to confirm the changes. Changes will be reflected in the display window immediately. To cancel, hit Esc. For further descriptions of the other features of an edit field see The Interface section.

Transform Properties Locking

The locking feature of the Location, Rotation and Scale fields allows you to control a transform property solely from the properties panel. Once a lock has been activated any other methods used for transformation are blocked. For example, if you locked the Location X field then you can’t use the mouse to translate the object along the global X axis. However, you can still translate it using the Location X edit field. Consider the locking feature as a rigid constraint only changeable from the panel.

To lock a field, click the padlock icon next to the field. The field is unlocked if the icon appears as (Manual-Part-II-ObjectMode-TransformProperties-Panel-Unlocked.png), and it is locked if the icon appears as (Manual-Part-II-ObjectMode-TransformProperties-Panel-Locked.png).



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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development