Documentation / Node reference / geo nodes

geo/TransformPivot

Moves an object's pivot without moving the object.

Transform

The pivot is the point an object rotates and scales around. This node puts it somewhere else and moves the points back by the same amount, so nothing appears to change until the next rotation, which now turns around the new pivot. A door panel pivoted on its hinge corner swings; the same panel pivoted on its centre spins.

BOX_ANCHOR names a corner, edge or face centre of the bounding box. POINT takes a position you type. RESET keeps no pivot at all: the object's translation, rotation and scale are baked into the point positions and the matrix becomes identity, which is what an exporter that writes points and drops matrices needs.

An object's direct children are compensated so their world placement holds as well. Their own local numbers change, which is what keeps the picture still.

Parameters

Name Type What it does
group String Which objects to re-pivot. Empty operates on the stage ROOTS, so a parented assembly is pivoted once at the top rather than once per piece.
mode UInt8 BOX_ANCHOR · POINT · RESET BOX_ANCHOR puts the pivot on a named point of the bounding box. POINT puts it where you type. RESET removes the transform entirely by baking it into the points.
anchorX UInt8 NONE · MIN · CENTER · MAX Where the pivot sits on X: MIN is the left face of the box, MAX the right one. NONE reads as CENTER.
anchorY UInt8 NONE · MIN · CENTER · MAX Where the pivot sits on Y: MIN is the bottom face, which is what makes a part rotate on the ground rather than through it. NONE reads as CENTER.
anchorZ UInt8 NONE · MIN · CENTER · MAX Where the pivot sits on Z: MIN is the back face, MAX the front one. NONE reads as CENTER.
offset Vector3 Added to the anchor point, in the units of the space below. A hinge that sits a little outside the panel is an offset on one axis.
point Vector3 The pivot, typed as a position rather than named on the box. Read in the space below.
space UInt8 LOCAL · WORLD LOCAL reads the object's own transform and ignores its parents, so the numbers match what the params panel shows for it. WORLD composes the parents in. In RESET mode WORLD bakes the whole world placement into the points, which DETACHES the object from its parent: it carries its placement itself now and no longer inherits one.

See also

This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.