Opens via Editors › Object Orientation.
Precisely sets the position and orientation of one or more selected objects using numeric input. Useful when you need exact coordinates or angles rather than dragging objects in the viewport.
X, Y, and Z set the world-space coordinates of the object.
P (pitch), B (bank), and H (heading) set the object's facing angles. These controls are disabled when Point To is active.
Instead of specifying PBH angles directly, Point To automatically orients the object so that it faces a chosen target. Use the drop-down to select another object in the mission to point at, or enter a specific set of world-space coordinates to point toward instead.
| Mode | Behavior |
|---|---|
| Set absolute | The values entered are treated as final world-space coordinates and angles. The object is placed exactly where you specify, regardless of where it currently is. |
| Set relative | The values entered are added to the object's current position and orientation. Entering X = 100 moves the object 100 units further along the X axis from wherever it already is. |
This option only matters when multiple objects are selected.
| Mode | Behavior |
|---|---|
| Transform Objects Independently | Each selected object is transformed on its own. The same position or orientation values are applied to every object separately, so they all end up at the same location or facing the same direction. Use this when you want to snap a group of objects to a common position or give them all an identical heading. |
| Transform Relative to Origin Object | The selected objects are moved or rotated as a group, preserving the spatial relationships between them. The transform is applied to the group as a whole using one object as the reference point, so the objects stay the same distance and orientation relative to each other. Use this when repositioning or rotating a formation without breaking it apart. |