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Pivot Tools

Pivot Tools

The Studio Pivot tools, properties, and related scripting commands give you full control over the points around which objects rotate and translate.

Studio Tools

The Pivot tools, located in the Model tab, let you visually check and adjust pivot points.

Edit Pivot

Edit Pivot moves or rotates the pivot point for a part or Model. Once set, rotation and translation will occur around the pivot.

When setting the pivot point on a Model (grouped parts), pivoting will be based on the bounding box around the parts. In these cases, you can also rotate the pivot point to adjust how it works alongside the bounding box.

Model|Models can optionally have a Model/PrimaryPart|PrimaryPart specified; this is any BasePart within the model to use as a positional basis. In terms of pivot points:

  1. When a model’s Model/PrimaryPart|PrimaryPart is assigned, the existing pivot changes to the pivot point of the Model/PrimaryPart|PrimaryPart.
  2. When a model’s Model/PrimaryPart|PrimaryPart is removed, the pivot point remains in the same location (it will not revert to its previous position). This prevents a sudden “jump” if parts get deleted from the model due to game logic, streaming, or any other reason.

Snap

The Snap checkbox toggles whether the pivot point will snap to hotspots such as corners, edges, or centers. During pivot point movement, hotspots are indicated by the small magenta points.

Hotspots on Part
Hotspots on Model

Reset

The Reset button will move the pivot point to the center of an object or model’s bounding box. This operation can be useful after you’ve changed the composition of a Model and wish to place its pivot point at the center of its new bounding box.

Pivot Properties

In addition to the interactive tools, pivot values can be directly set in the Properties window.

Property Description
Origin Position Current world location of the object based on its pivot point rather than its bounding box. Useful for setting the precise location of a Model.
Origin Orientation Current orientation of the object based around its pivot point rather than its bounding box.
Pivot Offset Position Precise location of the pivot relative to the object.
Pivot Offset Orientation Precise pivot orientation.
World Pivot Position For Model|Models without a Model/PrimaryPart|PrimaryPart, the precise world location of the pivot. If a Model/PrimaryPart|PrimaryPart is set, the model will use Pivot Offset Position since the pivot becomes relative to that part (see Pivots and Primary Parts).
World Pivot Orientation For Model|Models without a Model/PrimaryPart|PrimaryPart, the precise pivot orientation. If a Model/PrimaryPart|PrimaryPart is set, the model will use Pivot Offset Orientation since the pivot becomes relative to that part (see Pivots and Primary Parts).
Changing this property will not move or rotate the object.

Scripting Pivots

In addition to the Studio tools, pivot points can be accessed and manipulated in scripts.

Function / Property Description
PVInstance/GetPivot|GetPivot() Queries the current world location of an object's pivot as a datatype/CFrame|CFrame. This returns an object’s position in 3D space regardless of whether it's an individual part or a Model.
PVInstance/PivotTo|PivotTo() Moves the object such that its pivot will be located at the specified datatype/CFrame|CFrame. This allows for uniform object movement of both individual parts and models.
BasePart/PivotOffset|BasePart.PivotOffset The datatype/CFrame|CFrame which specifies the pivot offset; effectively the offset of the pivot from the datatype/CFrame|CFrame of the BasePart.
Model/WorldPivot|Model.WorldPivot For models without a Model/PrimaryPart|PrimaryPart, the datatype/CFrame|CFrame which specifies the model's pivot in world space. If a Model/PrimaryPart|PrimaryPart is set, the model will use BasePart/PivotOffset|BasePart.PivotOffset since the pivot becomes relative to that part (see Pivots and Primary Parts).
Changing this property will not move or rotate the object.
Tags:
  • align
  • model
  • precision