[align=center][color=!shortcuts][insert=menu_location:mesh.operation_scale] [insert=menu_shortcut:mesh.operation_scale] [/color][align=left] Allows the selected item(s) to be interactively scaled in 3D space. This can be done with mouse movement or arrow keys for freeform adjustments, or typed number input for precise offsets. By default, vertical mouse movement and arrow keys will uniformly adjust the size of the selected object. Scaling can be restricted to a specific axis with the [color=!control]X[/color], [color=!control]Y[/color], [color=!control]Z[/color], and [color=!control]P[/color] (for [link=pivot_anchor]pivot[/link]) keys. Holding the [color=!control]Shift[/color] key while selecting an axis will instead restrict movement to a plane perpendicular to that axis. The [color=!control]Spacebar[/color] key resets the applied scale adjustment, returning the selected item to its starting size when the operation was invoked. While moving the mouse or using arrow keys, the [color=!control]Shift[/color] key can be held to move more slowly, and the [color=!control]Alt[/color] key can be held to move more quickly. While holding either of these modifiers, the [color=!control]Ctrl[/color] key can be held to increase the effect. At any time, a number value can be typed to apply a precise scale multiplier or size. See [link=numeric_input]Numeric Input[/link] for details. When using numeric input, mouse and arrow key input is disabled. Pressing the [color=!control]=[/color] key will switch to absolute mode, where the object is scaled to a specific size. When using the mouse or arrow keys, this only affects how sizes are displayed. However, when using numeric input, typed values are interpreted as an absolute size measured on a specified axis. The axis of measurement can be changed using [color=!control]Ctrl+X[/color], [color=!control]Ctrl+Y[/color], [color=!control]Ctrl+Z[/color], or [color=!control]Ctrl+P[/color]. The default axis of measurement is whichever global axis is largest when the operation starts. By default, the entire selection will be scaled from an origin point at its average center. This origin can be altered using [color=!control]Tab[/color], [color=!control]Alt+X[/color], [color=!control]Alt+Y[/color], and [color=!control]Alt+Z[/color]. The Tab key cycles through several fixed reference points: The pivot position, the anchor position, the global origin of {0, 0, 0}, and the selection center. When object origin is set to selection center, Alt + an axis letter will cycle through three different reference points on that axis: One at the minimum value, one at the maximum value, and one in the center. If the origin you wish to scale from is not in one of these positions, move the pivot or anchor to the desired origin before starting the scale operation, and use Tab to switch to pivot or anchor origin. The orientation of the scale operation can be adjusted with the [color=!control]G[/color] (global), [color=!control]L[/color] (local), [color=!control]C[/color] (camera), [color=!control]P[/color] (pivot), and [color=!control]R[/color] (region) keys. When restricted to a specific axis or plane, the scale orientation determines how the X, Y, and Z axes are defined, as follows: [list-] [*]Global orientation uses {1, 0, 0} for X axis scale, {0, 1, 0} for Y axis scale, and {0, 0, 1} for Z axis scale. [*]Local orientation uses the average normal of all selected items as the direction of the Z axis, and values orthogonal to this direction for X and Y. The X axis is kept level with the horizon. [*]Camera orientation uses the current view direction for all axes, matching X and Y to horizontal and vertical directions onscreen, and Z to the direction the camera points. [*]Pivot orientation uses the pivot direction as its Z axis, and orthogonal vectors for X and Y, calculated in the same way as local orientation. [*]Region orientation splits the selection into multiple segments, each with its own scale origin and orientation. Region segments are defined by locally connected geometry. Each region's orientation is calculated using the average of all normal vectors within the items belonging to it. In absolute mode, all regions will be scaled to equal size. [/list-]