Direction. Now I wanna talk a little bit about rotating. So when you rotate an object from now on, the rotate gizmo is going to remember the relative position of the object until you click, right click to commit. So it's like the gizmo is in a local space. Of the object, although there are no lo, there is no local space in plasticity.
But you'll notice that, you know, all of these axes perfectly align with the faces of the faces of the object. And when you right click to confirm, the next time you go to rotate, it'll be in world space. Okay? But before you commit everything, like you'll, the gizmo, you can see. it is moving relatively.
Now. Another feature related to this is that you can change the pivot now in the rotate command. So I'm gonna hit R to rotate and in if instead of clicking and dragging to rotate around, why in this case I'm just gonna hold down shift and you can rotate the pivot. and now you can rotate around that pivot.
So holding down shift, you can change the pivot to whatever you want. Let go of shift, and then you can do things shift. Now, if the pivot is not in a place you want, you can type W to reset to world. So the same is true here are like, let's set the pivot here. Let's rotate things around a little bit. You know, our pivot is, the pivot is in whatever orientation type W.
It gets back to world space down here. Okay? That is it for today.