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Part II: Working with Objects



                            To move objects, click the Select and Move button on the main toolbar (or press the W key), select the
                           object to move, and drag the object in the viewport to the desired location. Translations are measured in
                           the defined system units for the scene, which may be inches, centimeters, meters, and so on.
                           Rotating objects

                            Rotation is the process of spinning the object about its Transform Center point. To rotate objects, click the
                           Select and Rotate button on the main toolbar (or press the E key), select an object to rotate, and drag it in a
                           viewport. Rotations are measured in degrees, where 360 degrees is a full rotation.

                           Scaling objects
                           Scaling increases or decreases the overall size of an object. Most scaling operations are uniform, or equal in
                           all directions. All Scaling is done about the Transform Center point.
                            To scale objects uniformly, click the Select and Uniform Scale button on the main toolbar (or press the
                           R key), select an object to scale, and drag it in a viewport. Scalings are measured as a percentage of the
                           original. For example, a cube scaled to a value of 200 percent is twice as big as the original.

                           Non-uniform scaling
                            The Select and Scale button includes two flyout buttons for scaling objects non-uniformly, allowing objects
                           to be scaled unequally in different dimensions. The two additional tools are Select and Non-Uniform Scale,
                           and Select and Squash, shown in Table 7.1. Resizing a basketball with the Select and Non-Uniform Scale
                           tool could result in a ball that is oblong and taller than it is wide. Scaling is done about whatever axes have
                           been constrained (or limited) using the Restrict Axes buttons on the Axis Constraints toolbar.
                           Squashing objects
                            The Squash option is a specialized type of non-uniform scaling. This scaling causes the constrained axis to
                           be scaled at the same time that the opposite axes are scaled in the opposite direction. For example, if you
                           push down on the top of a basketball by scaling the Z-axis, the sides, or the X- and Y-axes, it bulges out-
                           ward. This simulates the actual results of such materials as rubber and plastic.

                    Tip
                    You can cycle through the different Scaling tools by repeatedly pressing the R key. n
                           Figure 7.1 shows a basketball that has been scaled using uniform scaling, non-uniform scaling, and
                           squash modes.


                      FIGURE 7.1
                    These basketballs have been scaled using uniform, non-uniform, and squash modes.













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