We're just going to have a look now at the last thing I wanted to mention in the layout section before
we have a look at the modeling workspace at the start of the next lecture, which is about transform
orientations.
Now, this is one thing which, um, blender does, which Facebook Studio doesn't offer at all.
Um, so if we add an object in, let's say we add in a basic cube like this here, um, no matter what
we do to this cube.
Um, well, in Roblox studio, no matter what we did to this cube, the axes would stay the same.
Like this.
Here.
Um, so if you rotate it, you're not able to control what happens to the axes.
It's done automatically, wherever.
However, in blender, you are able to control what happens to where the axes are positioned when your
object is rotated, or when things happen to your object.
And you can change this just up here where it says global.
Now there are some different types of axes.
Now we are currently using the global axis like this.
Here.
The global axis are the ones that are shown here.
And what makes an axis global is that it means that it is the same for all objects.
So no matter what you do to one object, the global axis always stays the same.
So if you are wanting to move your object just straight up, even though it's being rotated slightly,
you want to select the global transform orientation, which is what's used.
Typically, you always have the option to change to the local orientation, which then flips the axes
here based on what rotation or whatever else you have done to your object.
Okay.
Um, so this one again is just really useful when you're wanting to move it based on what way or what,
um, scenario you're in to what you want to do to your object.
Um, don't try to fiddle around to make it go up straight.
You can simply just change the transform orientation like that.
Now there are other options.
You have normal, which is similar to local um, gimbal view, cursor and parent.
Again, we're not going to cover these in this lecture.
Um, the whole point of this is just to be a, um, basic introduction of blender.
If I showed you everything, it would literally take hours and you wouldn't use most of it.
When you are designing whenever you're wanting to make in blender.
So the global and local are the two most important ones there now be the default would be global.
So if you are wanting to change over to local, um, we'd have to do it up here and in the modeling
section it's also listed there as well.
So hopefully it gives you a really good overview of blender.
Now um, apart from maybe the transform orientations and some of the settings and stuff.
Um, it's been very similar to Roblox studio so far.
However, in the next lecture, we're going to start having a look at the modeling section.
That's really where things start to change and we're a lot more possibilities are opened up.
So join me in the next lecture where we're going to start looking at the modeling section.