movement in edit mode what's up i'm jonathan and welcome to maker tales where i'm showing my maker
journey to help you go further in yours so don't forget to subscribe and hit that little bell icon
to never miss an opportunity to keep making this video is all about movement once again this time
we're going to cover it in edit mode there are not many differences but there are some crucial
distinctions that we need to make between object mode and edit mode starting with a
fresh new blender file let's go ahead and clear our scene up let's go all delete perfect create
our own cube because we want to be the master of the cubes and put in one brilliant now just for
the sakes we're going to do exactly the same as we did in the previous video and let's go ahead and
set the origin point to where we know where it is so let's go ahead set geometry
set to 3d cursor then let's go ahead and let's move this cube to the zero point brilliant so
now with that there let's go ahead into edit mode with the cube and see how movement works there
well there is only one real fundamental difference within edit mode which is there is no origin point
so how are we going to be able to do this if there is no origin point now i have shown you how
blender uses something completely different than the origin point when it comes to having multiple
objects and what's happening within mesh mode is nothing different than multiple objects because
you have multiple vertices you have multiple faces and from there what are you going to do
well you're going to be using this transform pivot point menu so let's go ahead let's select all the
top vertices here and let's just use rotation to go through each one of these i'm going to
be using the shortcuts from now on because i introduced all of these in the first video
so rotating you can see that it's rotating in the median point and that is because we have median
point rotation of course like all of these you can constrain it so let's get a rotation on the z
and you can see how it's constrained okay next up we have active element now let's go ahead and
do rotation hold on what's going on we do not have an active element set right this minute
and this is blender complaining okay so how do i go about setting an active element well you have
to deselect and re-select one to tell it where the active element is and then from there as you can
imagine now if we do a rotation that is the origin point of the rotation so we can constrain this on
the x and we can put in our 45 degrees and there we have our rotation using that active element
or the active vertex and there we have okay now let's go ahead and see what's going on
so we have individual origins well individual origins doesn't really work with vertices here
but it does work with edges so let's select two edges here on completely different origins
and let's go ahead and do rotation you can see how strange that is because it's rotating
on their own origins of course we can set this on an x and well you can't really rotate this edge
on that x so let's do it on the z and you can't really do it this way but if we go on the y we're
affecting them both so that is individual origins it's a very strange way to go ahead and edit
mesh but it is possible let's go back into vertex selection and let's go and check out the 3d cursor
as you can imagine we have the 3d cursor here we can snap it to where we want it let's snap it over
there and now when we do a rotation and let's constrain it to the z we're using our 3d cursor
as our origin point as you can imagine you can get some very precise movement using the combination
of all of these together now lastly we have this bounding box which in all honesty is just
the whole shape of itself so if we go rotation it's rotating in the middle of the object so
if we were to just select one vertex here and we do a rotation it's not going to really do anything
because it needs a bounding box and the bounding box is the shape that is created
of a cube when all the things are selected
and now we do a rotation it's going to use the middle point of all of those there
and that there in all honesty covers edit mode movement now of course we can select
everything here and do a shift d and constrain it on the y and pull it out and then we can see
how things work now so we do a rotation the bounding boxes of the whole selection here
okay so what happens if we go 3d cursor well it's going to be using the 3d cursor okay that's nice
and simple everything's working there but what happens now when we go into individual origins
that's strange why why is that individual origins they're in the same object yes
they're in the same object but they're their own selected meshes they are loose message mesh
they are loose messy
they are loose meshes so thus they're going to create their own bounding box each one
and that's going to be their origin point okay so that's interesting to know so what's going
to happen then when we do our median point well that's pretty much the same as the bounding box
and then we have lastly the active element which as you can see right this minute is
right there and you can only have one active element so with that one active
now if we do a rotation you can see that it's moving it there
now do keep very aware about what i'm about to show you which is of course we go here we click
on this one here to make it the active we do a rotation on the x of 45 degrees on the minus
perfect that's nice let's go into object mode look where our origin point is
all movement that is done within edit mode does not affect the origin point and that is so
important to keep in mind this is why you need to have a really good origin point
and mesh control so you understand what's going on in relationship to one another
now lastly let's go ahead and cover something that might melt your brain a little bit here so let's
go ahead we have this on medium point it doesn't really matter but what we're moving is this origin
point so let's go do our rotation on the z let's counter rotate what we just done there 45 degrees
okay so that's that done now we can just go ahead and hit g hit y and we're moving on the the
global and what happens if we hit y again now wait what why is that the case
because this is the orientation of the object doesn't matter what the mesh is the object has
a rotation inside of mesh this does not have a rotation so keep that in mind this local and
global is talking about the local and global of the origin point here so if we do a g now and
we constrain this the y you can see what's going on and if we go y once again this is the local of
the object in other words of the origin point right here one last more complicated little bit
of edit mode is i just want to show you something interesting which is in edit mode yes we don't
have our active object but if we do our control l to select all linked we have our active element
here and these work like origin points origin points can do snapping however we have to make
sure that we have this set to active elements and our snapping let's say we're snapping to a vertex
or wanting to make sure is it snap with the active now yes i told you not to worry about that but
we're now at the point where we'll worry just about this one but in the future we'll be doing
something else but i need to show you this because now when we hit g and we move this around we can
snap with our active element to things that we want to snap to so just keep that one in mind
as i promised in my last video i would show you that little bonus extra in edit mode so
let's go ahead let's create ourselves a uv sphere let's give it quite a bit here let's go for 64.
and let's give it 30 rings or something and now let's take this into edit mode so with this in
edit mode let's just select that one vertex up at the top and now let's turn on proportional editing
and now when we go ahead and do a g and constrain on the x we make this nice and small you can see
what's happening here let's make it nice and big now and there we get our proportional
editing doing some crazy stuff now something that's quite fun about proportional editing
is this where's random so if we go random and now we do proportional editing what's going to happen
well it's going to randomly move our entire mesh on this proportional editing so as you can imagine
this is quite an interesting way to get some crazy shapes going very quickly on top of that little
bonus extra i do want to show you one other thing of blender so again not precision modeling but
it's useful to just know these things of blender if we have a whole bunch of objects and let's
say you wanted this to be some sort of random i don't know floating rocks somewhere in your
architectural drawing well if you want you can select everything here go into object transform
and then there's this lovely little randomized transform and from here you can pick some
random seeds put in what you're wanting so let's just chuck in some rotation randomization here
really rank crank that right up and you can see just right here how it goes ahead
and just flick through these different seeds until there's one that you'd like the look of
i don't know let's i quite like that one no i didn't let's come on let's find me something
find me something random there we go and there you go random transforms so random movement
is completely possible and it's just as easy as that so now you know how to do random movement
through proportional editing you know all the movement that is in blender now
using all that together is how you can do blender precision but there's a much quicker
way of doing it i'm going to show you that right now well done for getting through this video yes
it's probably another bit one of a tricky one but keep in mind that all of this is the basically the
hardest part of blender is understanding how to move things precisely from one place to the other
and next up is going to be the precision method that i primarily used stick to the end for a
little bit extra thank you so much to my patrons you guys are absolutely awesome and it means the
world to me it really is why i can do all this and if you're enjoying what i'm doing here and
you think i'm worthy of your support i would love to see you there too join the discord community
down below if you have any questions or want to share what you're learning thank you for watching
keep making and let the quest continue down in the description is this small obstacle course to
make sure you understand what we've covered i have gone and put in a little tricky something in there
so good luck for you and if you need a solution it's also down in the description