Gizmo
Move and rotate with the gizmo's arrows and rings, type numbers mid-drag, copy with Alt, set the rotation step, position the gizmo (axis) and anchor it.
Move and rotate with the gizmo's arrows and rings, type numbers mid-drag, copy with Alt, set the rotation step, position the gizmo (axis) and anchor it.
The gizmo is the set of arrows and rings that appears on your selection. Drag an arrow to move and drag a ring to rotate, either freehand or with exact numbers. The gizmo works the same way in the assembly and 0D editors, the cross-section editor and the tool profile editor.
| Control | Drag | Click |
|---|---|---|
| Arrow | Move along that arrow | Number box for the move distance |
| Ring | Rotate around that axis | Number box for the rotation angle |
| Square (plane handle) | Move on two axes at once, following the mouse drag | Number box with two values |
While you drag an arrow or ring, type a number: the total move or rotation becomes exactly that number. This works in the assembly and 0D editors and in sketches. What you type appears in the hint line at the top of the screen, next to the current step.
Click an arrow or ring to open the number box.
= to enter a formula.100,50 means 100 on the first axis and 50 on the second.Whether you type mid-drag or in the number box, the sign of the number decides the direction: -30 always goes 30 units toward the negative side of that arrow or ring, no matter which way the mouse moved.
The only exception is the plane handle (the square), which has no single axis: the value is applied along the mouse drag direction, and a negative number means the opposite direction. The assembly and 0D editors, the cross-section editor and the tool profile editor all follow this one rule.
Mid-drag, before you release the mouse button, press Esc: everything returns to where it was, and no Alt copy is left behind. Sketch handles and axes behave the same way.
With Ortho on, every rotation moves in 5° steps: gizmo rings, the Rotate tool, sketches and the plan. Change the step in Settings > Rotation step; it changes everywhere at once.
Under every part, sub-assembly, group and set in the design tree, there's an Axis row that sets where its gizmo sits.
The gizmo of a 1D or 2D part, a group or a set can take and give anchors, just like a control point. Anchor the gizmo to a point, and wherever that point goes, the whole part or group follows it intact. How to anchor, and the anchor rules, are covered in Assemblies and inputs.