Chapter 2: 3D Fundamentals and Coordinate Systems
Chapter 2: 3D Fundamentals and Coordinate Systems
Learning Objectives
- Understand the 3D spatial coordinate system
- Master object transformation operations (move, rotate, scale)
- Learn object selection and editing modes
- Understand local and global coordinate systems
- Master precision modeling tools and alignment functions
Detailed Knowledge Points
2.1 3D Spatial Coordinate System
2.1.1 Cartesian Coordinate System
In 3D space, we use a three-dimensional Cartesian coordinate system to locate objects:
Y-axis (Green)
↑
│
│
└────→ X-axis (Red)
/
/
Z-axis (Blue)
Coordinate Axis Description:
- X-axis (Red): Left-right direction, positive direction is to the right
- Y-axis (Green): Front-back direction, positive direction is forward
- Z-axis (Blue): Up-down direction, positive direction is up
Blender Coordinate System Features
- Blender uses a right-handed coordinate system
- The Z-axis is the up direction (unlike some software where the Y-axis is up)
- The origin (0, 0, 0) is at the center of the scene
2.1.2 Coordinate System Types
Global Coordinate System:
- Fixed world coordinate system
- All objects are located relative to this coordinate system
- The direction of the coordinate axes never changes
Local Coordinate System:
- Each object has its own coordinate system
- Changes direction as the object rotates
- Convenient for operations relative to the object itself
View Coordinate System:
- Relative to the current view
- Changes as the viewport rotates
- Convenient for operations from the current perspective
2.2 Basic Transformation Operations
2.2.1 Grab/Move Operation
Basic Move:
G # Activate move tool, follows the mouse
G + X # Constrain to X-axis move
G + Y # Constrain to Y-axis move
G + Z # Constrain to Z-axis move
# Precise Move
G + X + 2 # Move 2 units along the X-axis
G + Y + -1 # Move 1 unit in the negative Y-axis direction
# Plane Move (excluding an axis)
G + Shift + Z # Move on the XY plane (excluding Z-axis)
G + Shift + X # Move on the YZ plane (excluding X-axis)
Move Example Exercise:
# Create a simple scene layout
# 1. Keep the default cube at the origin
# 2. Add a sphere: Shift + A → Mesh → UV Sphere
# 3. Move the sphere: G + X + 3 (move 3 units to the right)
# 4. Add a cylinder: Shift + A → Mesh → Cylinder
# 5. Move the cylinder: G + Y + 3 (move 3 units forward)
2.2.2 Rotate Operation
Basic Rotate:
R # Activate rotate tool
R + X # Rotate around X-axis
R + Y # Rotate around Y-axis
R + Z # Rotate around Z-axis
# Precise Rotate
R + Z + 45 # Rotate 45 degrees around the Z-axis
R + X + 90 # Rotate 90 degrees around the X-axis
# Incremental Rotate
R + R # Repeat the last rotation
Pivot Point:
Pivot Point | Shortcut | Description |
---|---|---|
Bounding Box Center | . (period) | Geometric center of the selected object |
3D Cursor | Shift + . | Rotate around the 3D cursor |
Individual Origins | Ctrl + . | Each selected object rotates around its own origin |
Active Element | Alt + . | Rotate around the last selected object |
2.2.3 Scale Operation
Basic Scale:
S # Uniform scale
S + X # Scale along X-axis
S + Y # Scale along Y-axis
S + Z # Scale along Z-axis
# Precise Scale
S + 2 # Scale up by 2 times
S + 0.5 # Scale down to half
S + -1 # Mirror flip
# Non-uniform Scale
S + Shift + Z # Scale on the XY plane (without affecting Z)
2.3 Transform Tools and Gizmos
2.3.1 Transform Toolbar
In the toolbar on the left of the 3D viewport:
┌─────────┐
│ ↗ │ Select Tool (W)
├─────────┤
│ ✋ │ 3D Cursor Tool (Shift + Right-click)
├─────────┤
│ ↔ │ Move Tool (G)
├─────────┤
│ ↻ │ Rotate Tool (R)
├─────────┤
│ ⊞ │ Scale Tool (S)
├─────────┤
│ ⚒ │ Transform Tool (T)
└─────────┘
2.3.2 Gizmo
The gizmo is the visual transformation tool in the viewport:
Move Gizmo:
- Red arrow: X-axis move
- Green arrow: Y-axis move
- Blue arrow: Z-axis move
- Colored squares: Plane move
Rotate Gizmo:
- Red ring: Rotate around X-axis
- Green ring: Rotate around Y-axis
- Blue ring: Rotate around Z-axis
- White outer ring: Free rotate
Scale Gizmo:
- Colored squares: Uniform scale
- Colored lines: Single-axis scale
2.4 Precision Modeling Tools
2.4.1 Numeric Input
Precise Transform Input:
# Enter numeric values directly during a transform operation
G + X + Tab # Switch to numeric input mode
# Then enter a specific value, e.g., 2.5
# Use expressions
S + Tab # Enter numeric input
# Can enter: *2 (multiply by 2) or /3 (divide by 3) or +1.5 (add 1.5)
2.4.2 Snapping Tool
Snap Settings:
# Enable/disable snapping
Shift + Tab # Toggle snapping
# Snap type (set in the header bar)
- Increment: Snap to grid
- Vertex: Snap to vertex
- Edge: Snap to edge
- Face: Snap to face
- Volume: Snap to volume
Snap Options:
Option | Description | Use Case |
---|---|---|
Closest | Snap to the closest target | General use |
Center | Snap to the center of the target | Alignment operations |
Median | Snap to the median of the selection | Used with multiple selections |
Active | Snap to the active element | Precise alignment |
2.4.3 Proportional Editing
O # Enable/disable proportional editing
# Proportional editing types
- Smooth: Smooth influence
- Sphere: Spherical influence
- Root: Root-like influence
- Sharp: Sharp influence
- Linear: Linear influence
- Constant: Constant influence
# Adjust influence range
Mouse wheel # Adjust influence radius in proportional editing mode
2.5 Switching Coordinate Systems
2.5.1 Transform Orientation
You can switch the transform orientation in the 3D viewport header bar:
Global # Use world coordinate system
Local # Use object's local coordinate system
Normal # Use face normal coordinate system
Gimbal # Use gimbal coordinate system
View # Use view coordinate system
Cursor # Use 3D cursor coordinate system
2.5.2 Transform Pivot Point
The transform pivot point determines the center of the transformation:
Pivot Point Types:
# Bounding Box Center
# Suitable for: General transform operations
# 3D Cursor
# Suitable for: Rotating around a specific point
# Individual Origins
# Suitable for: Transforming multiple objects individually
# Median Point
# Suitable for: The center point of multiple selected objects
# Active Element
# Suitable for: Using the last selected element as a reference
2.6 Advanced Selection Tools
2.6.1 Selection Tools
Basic Selection:
A # Select all
Alt + A # Deselect all
Ctrl + I # Invert selection
H # Hide selected
Alt + H # Unhide all
Shift + H # Hide unselected
Box and Circle Select:
B # Box select tool
C # Circle select tool (mouse wheel adjusts size)
Alt + B # Box select view clipping
2.6.2 Select Similar
Shift + G # Select similar menu
- Type: Select by type
- Material: Select by material
- Color: Select by color
- Dimensions: Select by dimensions
2.7 3D Cursor and Origin
2.7.1 3D Cursor
The 3D cursor is a positioning tool in the scene:
Shift + Right-click # Place 3D cursor
Shift + S # Snap menu
- Cursor to Selected: Cursor to selected
- Selection to Cursor: Selection to cursor
- Cursor to Center: Cursor to center
- Cursor to Grid: Cursor to grid
2.7.2 Origin Operations
# Set origin position
Ctrl + Alt + Shift + C # Origin menu
- Geometry to Origin: Geometry to origin
- Origin to Geometry: Origin to geometric center
- Origin to 3D Cursor: Origin to cursor
- Origin to Center of Mass: Origin to center of mass
2.8 Practical Exercises
Exercise 1: Understanding Coordinate Systems
Exercise Goal
Understand the differences and use cases of different coordinate systems
# 1. Create three cubes
# 2. Arrange them in an L-shape
# 3. Rotate the middle cube by 45 degrees
# 4. Move the rotated cube in both global and local coordinate systems
# 5. Observe the difference in operation
Steps:
1. Delete the default cube
2. Shift + A to add a cube at (0, 0, 0)
3. Shift + D to duplicate, move to (2, 0, 0)
4. Shift + D to duplicate again, move to (0, 2, 0)
5. Select the cube at (2, 0, 0)
6. R + Z + 45 to rotate 45 degrees
7. Switch coordinate systems in the header bar and observe the gizmo change
8. Move this cube using both global and local coordinate systems
Exercise 2: Precision Modeling Exercise
# Make a simple table model
# Requirements: Tabletop 2x1x0.1, table legs height 0.8
# Tabletop creation
1. Add a cube
2. S + X + 1 (scale to 2 along X-axis)
3. S + Y + 0.5 (scale to 1 along Y-axis)
4. S + Z + 0.05 (scale to 0.1 along Z-axis)
5. G + Z + 0.45 (move up to a suitable position)
# Table leg creation
6. Add a cube for a table leg
7. S + X + 0.05, S + Y + 0.05 (shrink X, Y)
8. S + Z + 0.4 (scale to 0.8 height along Z-axis)
9. G + X + 0.8, G + Y + 0.4 (move to a table corner)
10. Shift + D to duplicate the other three legs
Exercise 3: Comprehensive Transform Tool Application
Important Notes
- Ensure you understand the difference between global and local coordinate systems
- Become proficient in using numeric input for precise transformations
- Use pivot point settings appropriately
# Make a windmill model
# 1. Create a windmill blade (using a plane)
# 2. Duplicate and rotate to create multiple blades
# 3. Create a support pillar
# 4. Assemble into a complete model
Detailed Steps:
1. Delete the default cube
2. Shift + A → Mesh → Plane
3. S + Y + 2 (elongate the plane to form a blade)
4. Set the pivot point to the 3D cursor
5. Shift + S → Cursor to Center (cursor to center)
6. Shift + D to duplicate the blade
7. R + Z + 90 (rotate 90 degrees)
8. Repeat steps 6-7 to create 4 blades
9. Add a cylinder for the support pillar
10. G + Z + -1 (move down)
11. S + Z + 2 (elongate the pillar)
Common Transform Shortcut Summary
Operation | Shortcut | Description |
---|---|---|
Move | G | Free move |
Constrained Move | G + X/Y/Z | Move along an axis |
Plane Move | G + Shift + X/Y/Z | Move excluding an axis |
Rotate | R | Free rotate |
Constrained Rotate | R + X/Y/Z | Rotate around an axis |
Scale | S | Uniform scale |
Constrained Scale | S + X/Y/Z | Scale along an axis |
Toggle Snap | Shift + Tab | Enable/disable snapping |
Proportional Editing | O | Enable/disable proportional editing |
3D Cursor | Shift + Right-click | Place cursor |
Transform Tool Settings
2.9 Transform Settings Panel
In the Transform tab of the Properties panel:
Location:
- X, Y, Z coordinate values
- Can directly input precise numeric values
Rotation:
- Euler angles: X, Y, Z axis rotation angles
- Axis-angle: Rotation axis and angle
- Quaternion: Four-dimensional rotation representation
Scale:
- X, Y, Z axis scale factors
- Link icon: Maintain proportional scaling
2.10 Object Relationships and Hierarchy
2.10.1 Parent-Child Relationship
# Establish a parent-child relationship
1. Select the child object first
2. Then select the parent object (Shift + Left-click)
3. Ctrl + P → Object (Keep Transform)
# Remove parent-child relationship
Alt + P → Clear Parent
Parent-Child Relationship Features:
- Child object follows the parent object's transformations
- Child object's coordinates are relative to the parent object
- Forms a hierarchical structure for easy management
2.10.2 Collection Management
# Create a collection
M # Move to collection menu
Shift + A # Create a new collection
# Collection operations
- Hide/show collection
- Enable/disable collection selection
- Instance collection
Learning Suggestions
- Understand Coordinate Systems: The difference between global and local coordinate systems is fundamental to 3D work
- Master Transform Operations: The three basic operations G, R, S must be very proficient
- Master Precise Control: Learn to use numeric input and snapping tools
- Develop Spatial Thinking: Observe and operate objects from different angles
- Use Helper Tools: 3D cursor, proportional editing, etc., can greatly improve efficiency
By completing this chapter, you should be able to:
- Understand the basic concepts of 3D space
- Use various transform tools proficiently
- Precisely control the position, rotation, and scale of objects
- Understand the use cases of different coordinate systems
These skills are the foundation for all subsequent 3D operations and must be mastered.