[align=center][color=!shortcuts][insert=menu_location:mesh.set_pivot_direction] [insert=menu_shortcut:mesh.set_pivot_direction] [/color][align=left] Sets the [link=pivot_anchor]pivot[/link] direction based on the current selection, and shows pivot and anchor. If nothing is selected, sets the pivot direction to [nobr]{0, 1, 0}[/nobr]. Pivot position, anchor position, and anchor direction are unaffected. How the direction is set depends on select mode: [list-] [*]In [link=select_mode_vertex]vertex[/link] and [link=select_mode_face_corner]face corner[/link] select modes, if a single vertex is selected, the direction is set to that vertex's normal vector. Specifically, the direction is the weighted average of the normals of all faces shared by that vertex, equal to the [link=normal_type]normal type[/link] [nobr]"Vertex (W)"[/nobr]. If two or more vertices are selected, the direction is set to a vector pointing from the first selected vertex to the last selected vertex. [*]In [link=select_mode_edge]edge[/link] select mode, the direction is set to the first selected edge's weighted normal vector. This is the average of the normals of the two faces shared by the edge, equivalent to the normal type [nobr]"Next Edge (W)"[/nobr]. If an edge is shared by more than two faces, only two of its shared faces will be considered for normal calculation. When multiple edges are selected, it may be unpredictable which edge counts as the first selected, so this option is best used with only one edge selected. [*]In [link=select_mode_face]face[/link] select mode, if a single face is selected, the direction is set to that face's normal vector. If multiple faces are selected, the direction is set to the weighted average of all selected faces. If this calculation results in a zero vector (as in, all normals exactly cancel each other out), the normal of the first selected face is used instead. [*]In [link=select_mode_bone]bone[/link] and [link=select_mode_bone_endpoint]bone endpoint[/link] select modes, if a single bone is selected, the direction is set to a vector pointing in the same direction as that bone. If multiple bone endpoints are selected in different bones, the direction is set to a vector pointing from the first selected endpoint to the last selected one. [*]In [link=select_mode_mesh_instance]mesh instance[/link] select mode (on the [link=screen_scene_editor]scene editor[/link] screen), the direction is set to the first selected mesh instance's forward vector. [/list-]