Move, Rotate & Scale

Transformations of selected geometry: absolute and relative translation, rotation about local axes, three-point rotation, scaling and axis locks

Overview

Selected geometry (surfaces, windows, rooms, entire buildings, drawings too) is edited via the transformation tools of the 3D toolbar: Move, Rotate and Scale. Each input first acts as a preview on the selection; only Apply writes the transformation into the project as an undo step, Cancel resets the preview.

The reference point of all transformations is the local coordinate system (LCS), which is automatically placed on the selection when selecting.

Local coordinate system (F4/F5, axis locks)

The bar at the bottom edge of the 3D view controls the LCS:

  • Move local coordinate system (F5) — mode in which the LCS is set to a new point with the mouse (with object and grid snapping).
  • Align local coordinate system to surface orientation (F4) — aligns the LCS axes to the surface under the cursor.
  • Lock axis: X / Y / Z — restricts interactive movements to one local axis. The keys X, Y and Z also toggle the respective lock directly.
  • Input: — coordinate entry via keyboard during an interactive operation: without axis lock in the format <dx> <dy> <dz>, with axis lock only the offset along the locked axis; an angle when rotating, a factor when scaling.

Additionally there is the soft axis lock (option in the snap dialog): when dragging near an LCS axis, the movement automatically snaps to that axis, see Drawing aids.

Move

“Move selected geometry” page with two reference modes:

  • World coordinates — the ΔX/ΔY/ΔZ input fields give the absolute target position of the local coordinate system; the selection is moved by the difference to the current LCS position. This lets you, for example, position a building corner exactly on a coordinate.
  • Relative translation — ΔX/ΔY/ΔZ are applied as an offset along the axes of the local coordinate system (identical to the world axes for an untilted LCS).

The mouse wheel over an input field increases/decreases the value step by step and updates the preview immediately. Alternatively, the selection can be dragged interactively directly at the LCS in the scene; axis locks and the input field apply here as well.

Rotate

“Rotate selected geometry” page:

  • Relative rotation / Rotation about local axis — angle entry in ° for the local X, Y or Z axis (only one axis unequal to 0 at a time). The rotation is about the position of the local coordinate system.
  • Align surface to angles — aligns a single selected surface to a given Orientation [°]: (azimuth) and Inclination [°]: (inclination allowed between −90° and 90°). Useful for aligning skewed imported surfaces exactly.
  • Interactive three-point rotation — rotation via three clicks in the scene: the first click sets the base point (rotation center), the second defines the starting direction, the third the target direction. With object snapping this lets you rotate a building precisely onto edges of drawings or neighboring objects.

Scale

“Scale selected geometry” page, reference point again the LCS:

  • Change geometry size — entry of the target dimensions of the selection in m (extent of the local bounding box per axis); the program computes the scaling factors from this. Axes with no extent (e.g. for a single planar surface) keep the factor 1.
  • Scale by factor — direct entry of the factors per axis (positive values only).
  • Keep aspect ratio — couples the three fields: the most recently edited axis determines the common factor.
  • Interactive resizing — bounding-box scaling in the scene: click the origin point, then drag the box with the mouse.

Restriction: simple rooms (floor polygon + extrusion height) can only be moved or rotated as a whole. A scaling that would deform their geometry is rejected with a message — convert the room to complex geometry first, see Align & repair surfaces. For DXF drawings, scaling is done via a double-click on the layer in the navigation tree.

Good to know:

Set the local coordinate system deliberately before a transformation: move it to a building corner with F5 and align it to a façade with F4 — then “Relative translation ΔX” means exactly “along the façade” and the rotation is about the desired corner instead of an arbitrary midpoint.

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