⊹Objects & transforms
Location, rotation, scale, origin, parenting, collections — the basics of placing, grouping and organizing things in a scene. — 11 entries
Transform트랜스폼
Three values decide where an object sits, how it turns, and how large it appears. In Object Mode, the origin and mesh move together.
Object Origin오브젝트 원점
The point that locates an object and anchors its rotation and scale. It can sit somewhere other than the mesh center.
Pivot Point피벗 포인트
The point used to rotate or scale a selection. Unlike an object origin, it can change per operation: median, cursor, or each origin.
Snapping스냅
Snapping constrains moves, rotations, or scaling to a grid or nearby geometry, so precise placement depends less on mouse feel.
Collection컬렉션
A folder-like group for organizing objects and controlling their visibility together. An object can belong to more than one collection.
Parenting부모 관계
A hierarchy that passes a parent’s translation, rotation, and scale to its children. A child still has its own transforms.
Apply Transforms트랜스폼 적용
Bakes location, rotation, or scale into object data and resets those transform values. The object keeps the same visible shape.
Linked Duplicate링크 복제
Creates another object that shares the source mesh data. Its transforms remain independent, while mesh edits affect both objects.
Join and Separate결합과 분리
Join combines same-type objects into one object; Separate moves mesh parts into new objects. Join does not weld the geometry together.
Empty엠프티
An object with transforms but no mesh data. Use it as a non-rendering control for parenting, constraints, or viewport references.
Rotation Modes회전 모드
Chooses the mathematical representation used to store and calculate an object's rotation. One pose can have different Euler or quaternion values.