9.5.2

Table Of Contents
488 CHAPTER 8
TOOLS MENU 489
Rotate
This tool rotates the selected objects or elements when you drag the mouse from an empty space
within the viewport. When rotating objects, CINEMA 4D distinguishes between the world coordinate
system and the local object coordinate system and you can choose to rotate in either system. As long
as the object lies parallel to the axes of the world coordinate system you will not notice a difference
when you rotate in either system. But when the object is askew, there can be large differences
between rotating in the world or object systems.
Drag left or right to rotate the object about its Y-axis. An up/down drag rotates it around its X-axis,
and right-drag (Windows) or Command-drag (Mac OS) rotates about the Z-axis.
The behavior of the rotation is entirely different if you have switched on the HPB system (Use HPB
System enabled on the Units page of the preferences). The HPB angles here refer to the objects parent
system i.e. if the object being rotated is within a hierarchy, the parent object functions as the world
coordinates. See also ‘Preventing Tumbling’ below.
If you are using HPB for rotating, the rotation axes behave according to the
HPB designators.
To constrain (i.e. lock) rotation to one axis only, drag the band for that axis. This saves you from having
to lock axes manually.
You can also lock the rotation to an axis by double-clicking the band for that axis, which will then turn
yellow. You can now drag from any position in the viewport to rotate around the locked axis (you no
longer need to drag the band itself). To change which axis is locked, click one of the other axis hoops.
To unlock the axis, double-click its band or any other axis band.
To rotate the selected object without its children, Ctrl-drag the object in the viewport.
Virtual Rotation Circle
The Virtual Rotation Cycle is not available if Use HPB System is enabled in the
preferences.
When rotating an object you can also use the virtual rotation circle. It is displayed as a yellow circle
that is always parallel to the view plane. Drag from an empty part within the circle to rotate in any
direction or from an empty part outside the circle to rotate on the same plane as the circle (you may
nd it helpful to think of the virtual circle as a potter’s wheel that is spinning around).
Preventing tumbling
When you want to animate an object rotating about one of its axes, you may nd that instead it tumbles
around in a seemingly haphazard fashion. After working through this section, you’ll understand why this
happens and how to prevent tumbling... It’s all to do with HPB.