Transform

Translate, rotate, and scale geometry.

What it does

Transform moves, rotates and scales whatever is fed into it: a shape, an image, points, or a full 3D object. It works additively, so a Transform applied to something already placed stacks on top of the existing placement rather than replacing it, and several Transforms chain to build up a move.

Anchor sets the pivot point that rotation and scale happen around. Move the anchor off centre to rotate or scale around a corner or an edge instead of the middle.

When to use it

ParameterTypeDefault
inputOneOf([Collection, Field])
maskString""
flopBooleanfalse
flipBooleanfalse
tile_countVec2(1, 1)
tile_modeString"Repeat"
padVec2(0, 0)
pad_fillString"Transparent"
positionVec3(0, 0, 0)
rotationVec3(0, 0, 0)
scaleVec3(1, 1, 1)
anchorVec3(0, 0, 0)
strengthNumber1

Gotchas

Mask is empty by default, which transforms the whole input. Once Mask is set to an attribute name, typically selected as written by a Select node, only the elements carrying that weight move. Untouched elements pass through exactly as they came in, and elements with a partial weight move proportionally.

For a 3D object, Transform repositions the object without touching its geometry, so nothing underneath is recomputed.

Turning on Mask changes the pivot. Instead of rotating and scaling around Anchor, a masked transform pivots around the weighted centre of the selection itself, and Anchor is ignored while Mask is set.

Worked example

  1. Add a Transform and wire your shape, image, or object into Input.

  2. Set Position to move it, and Rotation or Scale to reorient or resize it.

  3. For rotation or scale around a corner rather than the middle, set Anchor to that point.

  4. To restrict the effect to part of a selection, add a Select upstream, then set Mask to the attribute it writes.

See also

Anchor · Constrain · Deform · Geometry (meshes)