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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.

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.

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.

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.

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.

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.

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.

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.

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 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.

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.

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.

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.

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.