Free Ebook cover Blender Basics for Animation: The First Week Roadmap

Blender Basics for Animation: The First Week Roadmap

New course

10 pages

Blender Basics for Animation: Objects, Transforms, and Pivot Control

Capítulo 2

Estimated reading time: 2 minutes

+ Exercise

Why Objects and Transforms Are the Core of Animation

In Blender, most animation is simply changing an object’s transforms over time: Location (move), Rotation, and Scale. These values belong to the object, not the mesh data itself. When you keyframe transforms, Blender interpolates between values, producing motion.

Two ideas determine whether your animation feels predictable:

  • Transform orientation (Global vs Local): which axes you’re moving/rotating along.
  • Pivot/origin control: what point the object rotates/scales around.

Object vs Geometry (Mesh Data)

An object is a container that holds transform values and references geometry (mesh). The mesh’s vertices exist in the object’s local space. This is why you can move an object without “changing” the mesh data itself.

  • Object Origin: the point used as the default pivot for rotation/scale and the reference for the object’s location.
  • Geometry: the actual vertices/edges/faces. Geometry can be offset from the origin (intentionally or accidentally).

Concept Demo: Seeing Transforms, Orientations, and Pivots in Action

Demo A — Move/Rotate/Scale with Shortcuts and Gizmos

Use these constantly in animation blocking:

  • Move: G
  • Rotate: R
  • Scale: S

Axis constraints (works with G/R/S):

Continue in our app.

You can listen to the audiobook with the screen off, receive a free certificate for this course, and also have access to 5,000 other free online courses.

Or continue reading below...
Download App

Download the app

  • Press X, Y, or Z
  • Press the axis key twice (e.g., R then Z then Z) to use the Local axis (when applicable), which is useful if the object is already rotated.

Gizmos (the on-screen arrows/handles) are great for visual control. Shortcuts are faster for repeated animation work. You’ll typically use both: gizmos for clarity, shortcuts for speed.

Demo B — Global vs Local Orientation (Why Your Object “Moves Sideways”)

When an object is rotated, “forward” for the object may not match the world axes. Blender lets you choose which axes define your transform directions.

In the 3D Viewport header, find Transform Orientation and switch between:

  • Global: axes are fixed to the world. Great for aligning things to the scene.
  • Local: axes follow the object’s rotation. Great for moving an object along its own forward/right/up directions.

Quick test: rotate an object 45 degrees, then move it along X. In Global, it slides along the world X. In Local, it moves along its own rotated X direction.

Demo C — Pivot Point vs Origin (Two Different Controls)

Blender has a Pivot Point setting (for how transforms are applied during a transform operation) and an Object Origin (the object’s inherent reference point). They often align, but they are not the same concept.

  • Object Origin affects: default rotation/scale center, object location reference, many constraints/parenting behaviors.
  • Pivot Point affects: where a particular transform operation pivots (e.g., Median Point, 3D Cursor, Active Element).

Common pivot point modes you’ll use:

  • Median Point: default; transforms around the selection’s center.
  • 3D Cursor: pivot around the 3D Cursor (excellent for hinge-like rotations without changing origin).
  • Active Element: pivot around the last-selected object/element.

Precision Control: The Transform Panel and Numeric Input

Transform Panel (Exact Values)

For animation, you often need repeatable, exact values (e.g., a door opens exactly 90 degrees). Use the Transform panel:

  • Open the Sidebar with N (in the 3D Viewport).
  • Go to the Item tab to see Location, Rotation, Scale, and Dimensions.

Tips for precision:

  • Click a value and type a number (e.g., Rotation Z = 90).
  • Math works: type 90/2 or 1.2*3.
  • Hover a field and press Ctrl+C/Ctrl+V to copy/paste values between axes or objects.

Rotation Mode (Avoiding Confusion)

In the same panel, you can set Rotation Mode (e.g., XYZ Euler, Quaternion). For many beginner animation tasks, XYZ Euler is easiest to read and set numerically. If you notice rotations behaving oddly (e.g., axes “swap” during complex motion), that’s often an Euler/gimbal issue—but for simple hinge/prop motion, Euler is typically fine.

Origin Control: Making Rotation Behave Like Real Objects

What Happens When the Origin Is in the Wrong Place

If a door’s origin is in the center, rotating it makes it spin like a turntable. If the origin is at the hinge, it swings correctly. Animators constantly adjust origins (or use pivot tricks) to get believable motion.

Setting the Origin (Object Mode)

To change an object’s origin, you generally place the 3D Cursor where you want the origin, then set origin to cursor.

Common workflow:

  • Position the 3D Cursor at the desired pivot location.
  • In Object Mode, select the object.
  • Use Object > Set Origin and choose the appropriate option.

Useful options include:

  • Origin to 3D Cursor: sets origin exactly where you placed the cursor (best for hinges).
  • Origin to Geometry: moves origin to the mesh’s center (useful cleanup if origin drifted).
  • Geometry to Origin: moves the mesh so it sits around the origin (useful when geometry is offset and you want it centered on the origin).

Important: Setting the origin does not “apply” transforms; it changes the object’s reference point. This can affect existing animation and constraints, so do it early when possible.

Applying Transforms (When and Why)

Apply turns the current transform into the new “rest state” (it resets Location/Rotation/Scale values while keeping the object visually in place). This is especially important for:

  • Scale: non-1.0 scale can cause issues with modifiers, constraints, and child objects.
  • Rotation: can make Local axes more intuitive if the object was rotated into place.

How to apply (Object Mode):

  • Select the object.
  • Use Ctrl+A and choose Rotation, Scale, or All Transforms as appropriate.

Guideline for animation: apply transforms before rigging/constraints and before heavy keyframing. If you apply after animating, you may change how existing keys behave.

ProblemLikely CauseFix
Object scales strangely with children/modifiersScale not applied (not 1,1,1)Ctrl+A > Scale
Local axes feel “tilted” unexpectedlyRotation used to place objectCtrl+A > Rotation (early in setup)
Rotation happens around wrong pointOrigin not at intended pivotSet origin to hinge/cursor

Guided Practice: Adjusting Pivots and Origins (Hands-On)

Practice 1 — Use Pivot Point (3D Cursor) Without Changing Origin

This is a fast method when you want a temporary pivot for a transform operation.

  • Select an object (e.g., a rectangular “door” object).
  • Place the 3D Cursor where a hinge would be (near one vertical edge).
  • Set Pivot Point to 3D Cursor.
  • Rotate with R, constrain with Z (or the axis appropriate to your door’s orientation).

Notice: the door swings around the cursor even though the object origin didn’t move. This is great for one-off adjustments, but for animation you usually want the origin correct.

Practice 2 — Set the Object Origin to a Hinge (Best for Animation)

Now you’ll make the hinge behavior permanent and animator-friendly.

  • Ensure you’re in Object Mode.
  • Select the door object.
  • Place the 3D Cursor at the hinge location (exactly on the edge where the hinge should be).
  • Use Object > Set Origin > Origin to 3D Cursor.
  • Set Pivot Point back to Median Point (so future transforms behave normally).
  • Rotate the door with R and constrain to the correct axis. It should now swing around the hinge naturally.

Practice 3 — Make Local Axes Useful (Optional Cleanup)

If your door was rotated into place and its Local axes are confusing, consider applying rotation (only if you haven’t started animating):

  • Select the door.
  • Ctrl+A > Rotation.
  • Switch Transform Orientation to Local and test G then X/Y/Z to see if movement aligns with the door’s natural directions.

Mini-Task (Animator Scenario): Make a Door Rotate Correctly Using the Hinge as Pivot

You’ll set up a door so it can be keyed cleanly (closed at frame 1, open at frame 20) with predictable rotation values.

Step-by-Step Setup

  • Select the door object and confirm it’s positioned in the doorway where you want it.
  • In the Sidebar (N) > Item, check Scale. If it’s not 1,1,1 and you are still in setup, apply scale: Ctrl+A > Scale.
  • Place the 3D Cursor at the hinge edge (the vertical line the door should rotate around).
  • Set the origin: Object > Set Origin > Origin to 3D Cursor.
  • Set Transform Orientation to Local (often easiest for doors if the door is not aligned to world axes).

Animate the Swing with Precise Values

  • Go to frame 1.
  • In the Transform panel, set the door’s rotation to the closed value (often 0 on the hinge axis). For example, if the hinge axis is local Z: Rotation Z = 0.
  • Insert a keyframe on rotation: hover the Rotation field and press I (or right-click the field and choose Insert Keyframe).
  • Go to frame 20.
  • Set Rotation on the hinge axis to an open angle, e.g., 90 degrees (or -90 depending on direction).
  • Insert another rotation keyframe.

Common Fixes If It Doesn’t Swing Correctly

  • Door rotates around its center: origin is still centered. Re-set origin to hinge.
  • Door rotates on the wrong axis: switch Transform Orientation (Global/Local) or constrain rotation to the correct axis (try R then X/Y/Z, or double-tap axis for local).
  • Door “wobbles” when rotating: the hinge point (origin) is slightly off. Zoom in and place the 3D Cursor more precisely, then set origin again.
  • Rotation values look messy: use the Transform panel to type exact angles instead of free-rotating.

Now answer the exercise about the content:

A door keeps rotating around its center instead of swinging from the hinge. What setup change makes the hinge rotation behave correctly for animation?

You are right! Congratulations, now go to the next page

You missed! Try again.

The Object Origin is the default pivot for rotation/scale. Placing the 3D Cursor at the hinge and setting Origin to 3D Cursor makes the door swing from the hinge predictably.

Next chapter

Blender Basics for Animation: Keyframing Essentials and Playback Control

Arrow Right Icon
Download the app to earn free Certification and listen to the courses in the background, even with the screen off.