Transforms
A node's local transform is edited in two places that write the same values: the Transform card in the Node tab, and the gizmo in the viewport. Dragging the gizmo updates the fields live, and typing in a field moves the gizmo.
Transform editing is available for glTF, GLB, FBX, and OBJ.
The Transform card
The card holds Position, Rotation, and Scale, each as three axis fields. Rotation is displayed and entered as Euler angles in degrees, and stored as a quaternion. A node whose transform was authored as a 4×4 matrix is presented decomposed into the same three rows.
Scale axes are locked together by default so that a model scales uniformly.
The gizmo
Selecting a mesh node draws a gizmo at the node's pivot. Two tools are available from the toolbar's tool cluster:
| Tool | Keyboard | Handles |
|---|---|---|
| Move | W | Translation along each axis, and rotation |
| Scale | S | Scale along each axis |
Press L to switch the gizmo between world and local axes. These keys apply only while a gizmo is on screen and no modifier is held, and they are ignored while a text field has focus.
Instanced copies
When an instanced copy is selected rather than the node that draws it, the gizmo moves to that copy's own position and the drag edits only that placement. See Selecting.
What each format stores
- glTF and GLB store the transform natively as translation, rotation, and scale, or as a matrix.
- FBX stores it natively. Solidly solves the values back through the node's pivots so that a transform set in Solidly lands in the same place when the file is reopened elsewhere. A save carrying node edits re-applies Solidly's Y-up and centimetre normalization to the document, so the written file declares those axis and unit settings.
- OBJ has no node transform. A transform set on an OBJ partition is baked into that partition's vertex data when the file is written.
Orientation for STL and PLY
These formats have one surface and no node, so they have no transform card. The Info tab's Auto Orient rotates the surface upright, and the rotation is applied to the geometry on save.