How to Set the Pivot Point for Sculpting in Blender
Setting the pivot point for sculpting transformations in Blender allows you to rotate, scale, and transform specific mesh regions with precision. By default, sculpt transforms use the object's origin or the centroid of a masked area, but you can easily reposition the pivot to the 3D Cursor, surface, active vertex, or mask borders using Blender's dedicated Sculpt menu settings.
Accessing the Sculpt Pivot Menu
To change where your sculpting transformations originate:
- Switch to Sculpt Mode.
- Click on Sculpt in the top-left header menu of the 3D Viewport.
- Hover over Set Pivot to view the available alignment options.
Sculpt Pivot Options Explained
- At 3D Cursor: Moves the pivot to the position of
the 3D Cursor. Position the 3D Cursor anywhere on your model using
Shift + Right-Click, then choose this option. - At Surface: Sets the pivot point directly on the surface geometry under your mouse cursor.
- At Mask Border: Positions the pivot at the edge of your active mask. This is useful for rotating limbs, fingers, or extruded shapes.
- At Unmasked Area: Calculates the center of all unmasked vertices and places the pivot there.
- At Active Vertex: Align the pivot to the currently highlighted active vertex.
- At Origin: Resets the sculpt pivot point to the object's main origin.
Using the Pivot Point with Transform Tools
To manipulate geometry around your chosen pivot point:
- Create a mask over the area you want to keep stationary.
- Invert the mask (
Ctrl + I) so only the target section is unmasked. - Navigate to Sculpt > Set Pivot and choose your preferred placement (e.g., At Mask Border).
- Select the Transform tool, Rotate
tool, or Scale tool from the left toolbar (or press
Shortcut W/Gizmodepending on your keymap settings). - Drag the gizmo handles to transform the unmasked geometry around the defined pivot point.