From the course: Animation Foundations: Fundamentals
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Setting pivots and rotation
From the course: Animation Foundations: Fundamentals
Setting pivots and rotation
When animating rotations or scale, you need to define an object's pivot point. Pivots are software-defined points that are used in rotation and scale. When rotated, the object rotates around its pivot. If you want the object to rotate around its center of mass, place the pivot there. Most 3D software has a function to center the object's pivot to its volume. There are times however, when you want the object to rotate around a different point. In that case, you just move the pivot to the desired spot. Now the same thing happens with scale. We can scale around the center or around another point. Now pivots do not necessarily need to be on the object itself. A pivot placed off the object can allow it to rotate around an external point, such as in this orbit. Pivots are very important when it comes to hierarchies. When we have an assembly of objects, they often need to rotate around specific points. This assembly doesn't work right when the pivots are centered to the parts. Moving the…
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X, Y, and sometimes Z1m 42s
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Working in different frame rates2m 28s
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Understanding keys and keyframes2m 15s
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Understanding animation curves2m 41s
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Creating animation paths1m 30s
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Working with hierarchies2m 4s
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Setting pivots and rotation1m 32s
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