Move, Rotate, Scale, and Duplicate
Transforms control where a selected item is, which way it faces, and how large it is. Use them after placing an item to turn a quick placement into a precise layout.
Choose the right transform tool
Select an item in the scene, then choose a transform tool from the builder toolbar:
- Grab — select and reposition the item directly in the scene.
- Move — change the item's position along the visible axes.
- 3D Rotate — turn the item around its axes.
- Scale — change the size of the item.
The tool changes how you manipulate the selected item; it does not change what the item is. If you are unsure, start with Move and make a small change.
Use exact values
The Transform panel has numeric fields for:
- Position — X, Y, and Z location.
- Rotation — X, Y, and Z angle.
- Scale — X, Y, and Z size.
Type a number when the placement needs to be exact. You can also adjust a field directly in the panel. Use the coordinate mode to work in local axes (relative to the selected item's orientation) or world axes (relative to the space).
Use the reset control on a row when you want a clean starting point:
- Position and Rotation return to zero.
- Scale returns to one.
Copy a layout, then make it yours
The Transform panel can copy the current item's transform and paste those values onto another selected item. This copies position, rotation, and scale; it does not copy the item's media, behavior, or interactions.
For a second copy of an item, open the selected item's context menu and choose Duplicate when that option is available. Move the duplicate right away so it does not sit directly on top of the original. Availability can vary by item.
One-minute example: make a row of props
- Place one 3D Shape or Custom GLB.
- Set its Scale to the size you want.
- Duplicate it from the item's context menu.
- Select the duplicate and change only its Position value.
- Repeat until the spacing looks right.
This is usually faster and more consistent than placing every copy from scratch.
When to use local or world axes
Use world axes when lining objects up with the room, such as a straight row of walls. Use local axes when adjusting an object that has already been rotated, such as moving a sign outward from the face of a wall.
If an adjustment goes in an unexpected direction, switch the coordinate mode and try a small change before entering a large value.
