The XYZ panel is where you can:
View and transform the position, rotation, scale, and size of objects in the scene.
View and transform the position and rotation of the default viewport camera.
To open the XYZ panel, in the footer click XYZ.
The section at the top of the panel is for transforming the objects in your scene, and the section at the bottom is for transforming the viewport camera.
Transforming Objects
In the XYZ panel, you can transform objects using the world reference coordinate system (world space) or the relative coordinate system (relative space).
You can also transform objects in the viewport using the local reference coordinate system, known as local space. For more information, see "Toggle Local / World Axis" in The Toolbar documentation.
To switch between world space and relative space, click the World space or Relative space icon.
When you select an object in the scene, the position, rotation, scale, and size values (according to the coordinate reference system you select) appear in the entry fields.
Each property you can transform (position, rotation, scale, and size) has a numeric entry field for the X, Y, and Z axes.
The columns for each property are color-coded and match the colors of the axes on the gizmo in the viewport: Red = X-axis, Green = Y-axis, and Blue = Z-axis.
The first column (red) represents the X-axis (left, right).
The middle column (green) represents the Y-axis (forward, backward).
The last column (blue) represents the Z-axis (up, down).
You can enter specific values, or basic mathematical calculations that automatically output calculated values. For example, if you type (2m+50cm)/2 in one of the Position entry fields and press Enter, Twinmotion automatically calculates the value: 1.25m.
Regardless of the unit measurement system you select in the Preferences panel, you can enter values for position and size in all the unit systems supported in Twinmotion: millimeters, centimeters, meters, feet, or inches.
World Space
In world space, Twinmotion calculates the position and rotation values of objects in the scene relative to the origin point of the world (0, 0, 0). In the Twinmotion default scene, the sphere in the Starting Base is located at the center of the scene, at the origin of world space.
Relative Space
In relative space, Twinmotion calculates transform values of objects relative to their parent object in the Scene graph. For example, in the images below, the soap bar is the child object and is parented by the soap dish object. The location of the soap bar in both images is the same, but the position and rotation values differ in relative space and world space:
In relative space, the position and rotation values of the soap bar are calculated relative to the position and rotation of the soap dish.
In world space, the position and rotation values of the soap bar are calculated relative to the origin of world space.
You can use the XYZ panel to view and transform the position and rotation of the Action and Orbit cameras when you create sequences, as well as copy and paste position and rotation transforms from one camera to another.
Copying, Pasting, and Resetting Transforms
You can copy and paste transform values from one object to another, and reset all transforms to their original values. To access these commands, click the ellipsis (...) to the right of the world and relative space icons.
The following table contains a description of the commands in the menu.
| Option | Description |
|---|---|
Copy all transforms | Copies position, rotation, scale, and size of selected objects. |
Copy position | Copies the position of selected objects. |
Copy rotation | Copies the rotation of selected objects. |
Copy scale | Copies the scale of selected objects. |
Paste | Pastes the values of the copied transforms located in the clipboard (Copy all transforms, Copy position, Copy rotation, or Copy scale) to selected objects. |
Reset all transforms | Resets all transforms (position, rotation, scale, and size) to their original values. |
Transforming the Viewport Camera
When you navigate a scene in the viewport using keyboard and mouse shortcuts, you are changing the point of view of the camera by changing its position and rotation. If you need more precision, you can change the position and rotation of the camera by manually entering values in the Default viewport section of the XYZ panel. The position and rotation of the camera is relative to world space.