Tools Overview
Each table shows what changes in each mode for one object or multiple objects. Edit rows refer to objects being edited together; Sculpt always targets the active mesh.
Activate Pivot
Section titled “Activate Pivot”Move and rotate your pivot with Blender’s native gizmos, without moving base geometry. Press Enter / Numpad Enter, or invoke Activate Pivot again, to apply and finish. Esc cancels and restores the starting pivot/cursor, even after completed moves and rotations.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Edit the object’s origin. | Edit a shared pivot for selected objects. |
| Edit Mesh | Edit the 3D Cursor for selected components. | Edit one shared cursor across edited meshes; origins and selections stay unchanged. |
| Edit Curve | Edit the 3D Cursor for selected points or handles. | Edit one shared cursor across edited curves; selections stay unchanged. |
| Edit Surface | Edit the 3D Cursor for selected control points. | Edit one shared cursor across edited surfaces; selections stay unchanged. |
| Sculpt | Edit the active mesh’s origin and Sculpt pivot. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Move the translation-only 2D Cursor; UVs stay fixed. | Move one shared 2D Cursor across edited meshes; UVs stay fixed. |
During a native Blender transform, Enter/Esc first confirms/cancels that transform; press it again to finish/cancel the pivot session.
Edit activation requires selected components, points, or handles. UV requires an editable mesh with a UV map. Object Mode also supports cursor-only editing with nothing selected.
Activate Pivot Across Modes
Section titled “Activate Pivot Across Modes”Your working context determines the pivot: object origins, the Edit 3D Cursor, the Sculpt pivot, or the UV 2D Cursor. PivotBreeze restores your editing context when you finish.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Edit the object’s origin. | Edit a shared pivot for selected objects. |
| Edit Mesh | Edit the 3D Cursor for selected components. | Edit one shared cursor across edited meshes; origins and selections stay unchanged. |
| Edit Curve | Edit the 3D Cursor for selected points or handles. | Edit one shared cursor across edited curves; selections stay unchanged. |
| Edit Surface | Edit the 3D Cursor for selected control points. | Edit one shared cursor across edited surfaces; selections stay unchanged. |
| Sculpt | Edit the active mesh’s origin and Sculpt pivot. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Move the translation-only 2D Cursor; UVs stay fixed. | Move one shared 2D Cursor across edited meshes; UVs stay fixed. |
Empty is an Object Mode object type, not a separate mode. Sculpt affects only the active mesh, even when other objects are selected.
Pivot Placement
Section titled “Pivot Placement”Left Click a visible vertex, edge midpoint, or face center during regular 3D pivot editing to place and orient the pivot in one pick. Editing stays active; the placement vertex limit controls available geometry.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Place the object’s origin on the picked target. | Place selected origins at the same target and orientation. |
| Edit Mesh | Place the 3D Cursor for selected components. | Place one shared cursor across edited meshes. |
| Edit Curve | Place the 3D Cursor for selected points or handles. | Place one shared cursor across edited curves. |
| Edit Surface | Place the 3D Cursor for selected control points. | Place one shared cursor across edited surfaces. |
| Sculpt | Place the active mesh’s origin and Sculpt pivot. | Active mesh only; not a batch operation. |
Not available in UV. In Object Mode without a selection, placement affects only the 3D Cursor. Edit geometry and object origins stay unchanged. Pickable objects temporarily show Wireframe; their original display settings return when the session ends.
Aim Pivot at Point
Section titled “Aim Pivot at Point”Shift + Left Click a geometry target during regular 3D pivot editing to aim the nearest local axis toward it. Pivot position stays fixed while orientation changes.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Aim the object’s pivot axis. | Aim the shared pivot axes for selected objects. |
| Edit Mesh | Rotate the 3D Cursor for selected components. | Rotate one shared cursor across edited meshes. |
| Edit Curve | Rotate the 3D Cursor for selected points or handles. | Rotate one shared cursor across edited curves. |
| Edit Surface | Rotate the 3D Cursor for selected control points. | Rotate one shared cursor across edited surfaces. |
| Sculpt | Aim the active mesh’s pivot. | Active mesh only; not a batch operation. |
Not available in UV or Bounding Box sessions. With nothing selected in Object Mode, aim affects only the 3D Cursor.
Native Pivot Snapping
Section titled “Native Pivot Snapping”Use Blender’s native snapping in every supported mode while transforming the active pivot. Base geometry and UV coordinates stay unchanged.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Snap the object’s pivot with native 3D controls. | Snap the shared pivot of selected objects. |
| Edit Mesh | Snap the 3D Cursor for selected components. | Snap one shared cursor across edited meshes. |
| Edit Curve | Snap the 3D Cursor for selected points or handles. | Snap one shared cursor across edited curves. |
| Edit Surface | Snap the 3D Cursor for selected control points. | Snap one shared cursor across edited surfaces. |
| Sculpt | Snap the active mesh’s pivot. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Snap the 2D Cursor with the UV Editor’s own options. | Snap one shared 2D Cursor across edited meshes. |
Activate Pivot for the 3D Cursor
Section titled “Activate Pivot for the 3D Cursor”Set a precise transform center without selecting anything. Activate Pivot in Object Mode lets you move, rotate, snap, place, or aim the 3D Cursor; finish to keep its new transform.
| Mode | One object | Multiple objects |
|---|---|---|
| Object · nothing selected | With one object in the scene, only the cursor changes. | With many objects in the scene, only the cursor changes. |
Leave all objects deselected: selecting objects switches activation to origin editing.
Activate Bounding Box Pivot
Section titled “Activate Bounding Box Pivot”Choose from 27 bounding-box anchors: corners, edge midpoints, face centers, and the center. Press R to switch Global / Local, then click an anchor to apply and finish. Base geometry stays fixed.
| Mode | One object | Multiple objects |
|---|---|---|
| Object · Mesh | Place the origin on its mesh’s box. | Place each origin on the corresponding anchor of its own box. |
| Edit Mesh | Place the 3D Cursor on the selected components’ box. | Use one combined box around selected components across edited meshes. |
| Sculpt | Place the active mesh’s origin and Sculpt pivot on its box. | Active mesh only; not a batch operation. |
Local uses each object’s axes in Object Mode and the active object’s axes for the combined Edit box. New sessions start in Global. Enter / Numpad Enter confirms the session; Esc cancels and restores the starting pivot/cursor. Not available for Curve, Surface, or UV.
Pivot by 3 Points
Section titled “Pivot by 3 Points”Build a precise pivot frame from three picks: position, first axis, then the plane. Use R to cycle axes, Backspace to revisit a point, or Esc to cancel. The third valid pick applies and finishes; Enter does not apply an incomplete frame.
| Mode | One object | Multiple objects |
|---|---|---|
| Object · Mesh | Set the mesh’s origin position and orientation. | Set all selected mesh origins to the same frame. |
| Edit Mesh | Set the 3D Cursor frame; preserve component selection. | Set one shared cursor frame; preserve all edited origins and selections. |
| Sculpt | Set the active mesh’s origin and Sculpt pivot. | Active mesh only; not a batch operation. |
Base geometry stays fixed. Coincident or collinear picks cannot define a frame. Not available for Curve, Surface, or UV.
Move to Zero
Section titled “Move to Zero”Move objects or editable geometry, not just the pivot. Edit and UV selections move by the negative cursor position, then the cursor becomes zero; this does not necessarily center the selection.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Move the object so its origin reaches world zero. | Move each selected object so its own origin reaches world zero. |
| Edit Mesh | Offset selected components by the negative 3D Cursor position. | Apply the same cursor offset across edited meshes. |
| Edit Curve | Offset selected points or handles by the negative 3D Cursor position. | Apply the same cursor offset across edited curves. |
| Edit Surface | Offset selected control points by the negative 3D Cursor position. | Apply the same cursor offset across edited surfaces. |
| Sculpt | Move the entire active object so its origin reaches zero; masks do not define the moved geometry. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Offset selected UVs by the negative 2D Cursor position. | Apply the same UV cursor offset across edited meshes. |
Nothing selected in Edit? Center each edited object’s entire geometry independently at world zero, leaving origins unchanged. Nothing selected in UV? Center each fully visible island independently at (0, 0); partially hidden islands are skipped. This is not UV packing.
Pivot to Zero
Section titled “Pivot to Zero”Move only origins or the editor cursor to zero, keeping base geometry and UV coordinates in place.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Move the object’s origin to world zero. | Move all selected origins to world zero. |
| Edit Mesh | Zero the 3D Cursor for selected components. | Zero one shared cursor across edited meshes. |
| Edit Curve | Zero the 3D Cursor for selected points or handles. | Zero one shared cursor across edited curves. |
| Edit Surface | Zero the 3D Cursor for selected control points. | Zero one shared cursor across edited surfaces. |
| Sculpt | Move the active mesh’s origin and Sculpt pivot to zero. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Move the 2D Cursor to (0, 0). | Move one shared 2D Cursor to (0, 0). |
Edit actions change the shared cursor, not object origins.
Reset Pivot
Section titled “Reset Pivot”Restore pivot position and rotation together, without moving base geometry. In 3D, axes become world-aligned; UV resets position only.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Center the origin on the object’s bounds. | Center selected non-Empty origins on their combined bounds. |
| Edit Mesh | Center the 3D Cursor on selected components. | Use selected-component bounds across edited meshes. |
| Edit Curve | Center the 3D Cursor on selected points or handles. | Use selection bounds across edited curves. |
| Edit Surface | Center the 3D Cursor on selected control points. | Use selection bounds across edited surfaces. |
| Sculpt | Center the active mesh’s pivot on its bounds. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Center the 2D Cursor on selected UV bounds. | Use selected UV bounds across edited meshes. |
Empty Edit or UV selections reset the cursor to zero. During an active UV session, reset uses the selection center captured at session start. With Empty hierarchy handling enabled, each Empty uses its own descendants’ bounds; an Empty without usable descendants keeps its position.
Reset Pivot Position
Section titled “Reset Pivot Position”Recenter your pivot while keeping its current rotation. Base geometry and UV coordinates stay fixed.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | Center the origin on the object’s bounds. | Center selected non-Empty origins on their combined bounds. |
| Edit Mesh | Center the 3D Cursor on selected components. | Use selected-component bounds across edited meshes. |
| Edit Curve | Center the 3D Cursor on selected points or handles. | Use selection bounds across edited curves. |
| Edit Surface | Center the 3D Cursor on selected control points. | Use selection bounds across edited surfaces. |
| Sculpt | Center the active mesh’s pivot on its bounds. | Active mesh only; not a batch operation. |
| UV Editor · Mesh Edit | Center the 2D Cursor on selected UV bounds. | Use selected UV bounds across edited meshes. |
Empty Edit or UV selections reset the cursor to zero. During an active UV session, reset uses the selection center captured at session start. With Empty hierarchy handling enabled, each Empty uses its own descendants’ bounds; an Empty without usable descendants keeps its position.
Reset Pivot Rotation
Section titled “Reset Pivot Rotation”Restore world-aligned axes without changing pivot position or moving base geometry.
| Mode | One object | Multiple objects |
|---|---|---|
| Object | World-align the object’s origin axes. | World-align every selected object’s origin axes. |
| Edit Mesh | World-align the 3D Cursor for selected components. | World-align one shared cursor across edited meshes. |
| Edit Curve | World-align the 3D Cursor for selected points or handles. | World-align one shared cursor across edited curves. |
| Edit Surface | World-align the 3D Cursor for selected control points. | World-align one shared cursor across edited surfaces. |
| Sculpt | World-align the active mesh’s pivot. | Active mesh only; not a batch operation. |
UV has no rotation reset: its 2D Cursor is translation-only.