♪♪♪
(Wes Bunn) Hello once again everyone. Welcome back to this Introduction
to the UE4 Editor video series. In this video, we are going to talk about
scaling objects. We learned about moving objects, we learned about rotating
them, and last on our list of transform manipulation is
done by scaling. So we have our basic project that we have been working out of here.
We created a New Level (File > New Level > Default) and dragged in our Starter Content chair here.
I am going to select it. By default, we are in
the Move mode; I can press E to go to the
Rotation, which you learned about in the previous video. Or, I can press R
to go to Scale mode. You can also get to these from the
toolbar at the top in the upper right-hand corner of the viewport. So we have Move,
we have Rotate, and we have Scale.
To actually Scale our object, we are going click and drag on
the axis that represents our X, Y, and
Z. Again it is color coded: red is X,
blue is Z, and Y is green. So to
scale our object along the X-Axis, I am just going to grab this red
box here and drag it. You can see we are creating a super long
beach chair of sorts. (Laughter) So there is our chair.
We can scale it in the opposite direction and make it a smaller chair
like so. We could also scale it
along the Y-Axis here to make it wider to turn it into a
couch of some kind. Or, we could scale it
up along the Z-Axis to make it a little bit bigger
as well. You can also
scale in multiple axes at the same time just by clicking in
between the two. In the little lines here, you can see the green and blue
lines there. We are going to scale along the Y-Axis and Z-Axis.
Or, we can do it along the green and red for the
X and the Y. I will back up so you
can see that a little bit. Or, we could also click the
box in the center to scale uniformly along 3 axes at the same
time as well.
The other method that we could use to scale
our object is through the Details panel. Over here on the right,
currently we have some odd proportions there. We can go ahead and
punch in some values. I am actually just going to set these all back to 1 so that we are
at our default setting. If you wanted to scale your chair
up to say 3 times its normal size, you could just punch in 3
for all of them. You can see that we have a chair that is scaled up
3 times its normal size preserving
its integrity and not being skewed at all. One thing I forgot to mention
when scaling with the gizmo here, we can change the Snap Value in which
we scale our objects just like we could with rotation and movement. So currently, we are
scaling at 0.25, but we can change these
as well to any value that you would like. You can also
click the option to Preserve Non-Uniform Scale.
Or you can actually turn of snapping altogether just by clicking this little
(Scale Snapping) icon here and you can see we are getting a nice smooth motion
as we are scaling. We are getting some funky float
values here on our scale, but that is fine if you want to (Laughter)
just have something that looks like a long beach chair
of sorts. That is pretty much it for scaling.
I did want to mention one more thing. Let's put this back to default
here, so let's punch this back to 1.
In the other videos, we talked about movement and
rotation for Local versus World space. When scaling your objects, you
are only going to be scaling in local space. So for example if I select our chair here,
I rotate it to its side, and then I press
R to go back to Scale, you can see that the Scale gizmo
is already in Local space. We are scaling
along the Z-Axis in local space here.
We cannot switch this to World space, otherwise we would have really
distorted looking chairs, which we don't want. If I
went to Rotation mode by pressing E, you can see
we have access back to Local versus World space.
That is pretty much it for scaling; it is pretty straightforward. I hope you guys enjoyed
this video and we will see you in the next video.
♪♪♪