In this lesson video, we are going to cover global versus local transformation orientation. By default, Blender uses the global space reference to move, rotate and scale objects. Basically, in a global space Z axis is always pointing up x x is always pointing this way. And while x is always pointing that way, all static or based on a 3d world orientation. Now, what if we want to move an object forward, but the object's orientation is not straight. For example, this monkey, if I press R, then z, then rotate this a bit like so.
Then let's activate the move tool. So we can see the move manipulator. At this condition, it is difficult to move the object that way along the direction where it is currently facing. We cannot use the y axis because the global y direction is straight this way, not this way. This might seem like a trivial thing, but just imagine if you have to animate a spaceship or a boat, for example. Or perhaps you just need to model an object that is not facing straight to any of the Global Access before we move the object.
First, let's discuss about the local space. Every 3d object in Blender has its own local space. This monkey object, for example, has a local space also, it has a minus y axis pointing towards this direction. To activate the local space, we need to go to the header area and click this pulldown list. We can see that vendor actually provide us with different types of access references are officially called transformation orientation. Let's be local here.
Notice now the manipulator axis are aligned with the object's orientation. the y axis is not pointing this way anymore. Instead, it is pointing This way, so at this stage, we can easily move the monkey forward by dragging the Y handle of the manipulator. Let's switch this back to the global mode for now and use the Select tool, we can use the local axis constraint with the shortcut. For example, we want to move this monkey object along its local y axis again, just like before. To do that, first, press G to activate the move mode, then you need to press the Y letter key twice.
The first y key pressed will only constrain it to the global y axis. The second time you press the white letter key will activate the local y axis constraint. Notice it has the green color axis, but the orientation of the axis is different from the global y axis. Now we can move the object along its local y axis. Okay, now what if we want to cancel the constraint and go back to the free dragging mode? Well, we need to Why again the third time.
As you can see, we are now not bound to any access anymore. Another method to clear the access constraints is by pressing the C letter key. And this C shortcut works with any transformation modes and with any access constraints mode, so if I press G to move, then press z to activate the z axis constrain. Pressing C will negate the constraints so we are back in a free move mode. To recap, after pressing G to activate the grip or the move mode, pressing y once will constrain the movement to the global y axis. Pressing y again the second time we'll activate the local y axis.
And finally, if we press Y again, the constraint will be off. This way we can move the object freely again. You can also press the C letter key at any stage to clear the constraints for rotation and scale. Basically the concept and the method are the same. So I will leave this to you to try them yourselves.