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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.

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On this page

  • Gizmo controls
  • Type while dragging
  • Number box
  • Sign rule
  • Copies and arrays
  • Cancel a drag
  • Rotation step
  • Gizmo position (axis)
  • Groups and Position
  • Gizmo anchor
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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.

#Gizmo controls

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

#Type while dragging

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.

300
ATRIUM
Move X · drag, or type the distance300 Esc put back
›
‹
0
Drag, type 300
Gizmo: move, copy, exact numbersDrag an arrow and type 300 mid-drag: it moves exactly 300. Alt + drag makes a copy, and clicking an arrow opens a number box; -150 means 150 toward that arrow’s negative side.

#Number box

Click an arrow or ring to open the number box.

  • A number means "move (or rotate) by this much."
  • Start with = to enter a formula.
  • On the square (two axes at once), the box takes two numbers; for example, 100,50 means 100 on the first axis and 50 on the second.
  • Enter or Apply commits; Esc closes the box.

#Sign rule

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.

#Copies and arrays

  • Copy by dragging: Hold Alt and drag the gizmo to create a copy instead of moving.
  • Copies and arrays from the number box: In the gizmo's number box, click Copy. If you enter the count as a number, you get separate copies; if you enter the count or spacing as a formula, you get a live array. Read about group arrays in Groups, sets and isolate.

#Cancel a drag

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.

#Rotation step

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.

#Gizmo position (axis)

Under every part, sub-assembly, group and set in the design tree, there's an Axis row that sets where its gizmo sits.

  1. Enter values in the Axis row, or click the button next to it and click in the scene (snaps apply).
  2. The part itself doesn't move; only the gizmo does.
  3. From then on, the gizmo, rotation and Position are measured from this axis, and the axis moves and rotates with the part.

#Groups and Position

  • For a group that has a Position, dragging the gizmo, Move or Rotate changes that Position, and the group stays in its new place.
  • If the group's Position is a formula (for example, because its gizmo is anchored), the group doesn't move and you get a message.
  • A selected group, like a sub-assembly, shows the point under its gizmo.

#Gizmo anchor

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.