# Set the Pivot Point

The pivot point is a crucial setting that determines how a model is positioned and rotated in Game Maker and the VoxEdit Animator.

{% hint style="warning" %}
If the volume size is adjusted in any dimension, the **Pivot Point** will also need to be adjusted.
{% endhint %}

## Pivot Point Uses <a href="#moving-the-pivot-point" id="moving-the-pivot-point"></a>

{% tabs %}
{% tab title="Hinges" %}

### Hinges: Chests, Doors, etc. <a href="#moving-the-pivot-point" id="moving-the-pivot-point"></a>

To make an animated chest that opens, you need to create a base and a lid that rotates on the back edge.

<figure><img src="/files/SdTOukUxV2tthWrNAwrW" alt=""><figcaption></figcaption></figure>

Set the pivot point for the base at the bottom center. Set the pivot point for the lid at the bottom center of the back edge.

<div><figure><img src="/files/BVvC9YP0udsbHCOSPaO8" alt=""><figcaption><p>Base (pivot at bottom center)</p></figcaption></figure> <figure><img src="/files/3LEdjOu1mEGPfLpkn2rw" alt=""><figcaption><p>Lid (pivot at bottom center of the back edge)</p></figcaption></figure></div>
{% endtab %}

{% tab title="Signs, Screens, Paintings, etc." %}

### Signs, Screens, Paintings, etc.

If an object is meant to be attached to a wall, align the pivot point to the back edge for easy snapping.

It's also best to align the pivot point to the bottom of the asset so it's easy to adjust the asset to various heights on a wall.
{% endtab %}

{% tab title="Windows, Walls, etc" %}

### Windows

A building can be built using assets or blocks. The pivot point on a window can make it easy to snap at the edge of a wall or at the center of it, depending on the width of the window and the intended appearance.

### Walls

The best location for a pivot point on a wall depends on what you're trying to build with it. If you want walls to be easy to rotate at one end, align the pivot point on an end instead of at the center.&#x20;

If you want your walls to snap to the back of blocks or other walls easily, move the pivot point to the back edge.
{% endtab %}

{% tab title="Compound/Animated Asset Notes" %}
The pivot point of a model is important when it is added to a rig. Consider the best location for the model to be able to rotate or move based on natural movements if the asset is animated or easy manipulation if it is a static compound asset.

In the Animator, a rig is a structure of nodes built into a hierarchy. Parent nodes control how child nodes move. Models are linked to nodes, so if you move a node, a linked model also moves.

You may need to adjust the pivot point on a model if you move its linked node and it doesn't move as expected.&#x20;

{% hint style="success" %}
When correcting the position of a model in a compound or animated asset, it's best to move the node the model is linked to. Avoid changing the model's pivot point to correct it unless the pivot point is causing the issue. This will avoid unnatural movement when editing or animating.
{% endhint %}
{% endtab %}
{% endtabs %}

## Moving the Pivot Point <a href="#moving-the-pivot-point" id="moving-the-pivot-point"></a>

{% hint style="danger" %}
If you change the pivot point on a model that is used multiple times in a compound or animated asset, every model in the asset will adjust position.
{% endhint %}

#### **Automatic**

**Right Click** the **Pivot** button for a menu with two options:

<figure><img src="/files/6znA2I0rJSoRK1vfZXZT" alt=""><figcaption></figcaption></figure>

* **Set to Floor** - set the <mark style="color:green;">**Y**</mark> coordinate of the Pivot Point to 0 (drop it to the bottom center of the volume)
* **Set to Center** - set the <mark style="color:red;">**X**</mark>, <mark style="color:green;">**Y**</mark>, and <mark style="color:blue;">**Z**</mark> coordinates to be the exact center of the volume.

{% hint style="warning" %}
**Pivot** menu options are only accessible by right clicking the button.
{% endhint %}

**Manual**

Click the **Pivot** tool to reveal the location of the model's pivot point. Left click and drag a colour coded arrow to adjust its location in the <mark style="color:red;">**X**</mark>, <mark style="color:green;">**Y**</mark>, or <mark style="color:blue;">**Z**</mark> axes. Hold <kbd>**SHIFT**</kbd> to snap movement to 0.5 voxel increments.

<figure><img src="/files/7QOHBAjRcHlxdRijOXas" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="success" %}
**WORKFLOW TIP**

You will often need to move the pivot point to the center and bottom of a model. `Set to Center` first, then `Set to Floor` for a faster workflow.
{% endhint %}


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.sandbox.game/en/creator/voxedit/docs/modeler/set-the-pivot-point.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
