Blender Basics Part 2: Interface Logic

Master the 3D Cursor, Origin points, and coordinate systems — the invisible logic that makes Blender behave predictably

18 min read Beginner Level Blender 3.x / 4.x

In my decade-plus of Blender work, I've noticed something: beginners struggle not because they lack artistic sense, but because they don't understand Blender's underlying logic. The interface seems random — objects spawn in weird places, rotations happen around unexpected points, and nothing behaves quite how you expect.

This changes today. We're diving deep into the invisible systems that control everything: the 3D Cursor, Origin points, and coordinate systems. Understanding these is the difference between fighting Blender and making it do exactly what you want.

The Essential Concepts

3D Cursor

The red-and-white targeting ring that determines where new objects appear

Origin Point

The yellow dot that defines an object's center for transforms

Coordinate Systems

Global (world) vs Local (object) — knowing which is active changes everything

Pivot Points

The center around which rotation and scaling occur

Panel Management: Blender is Flexible

Before we dive into invisible systems, let's talk about the visible ones. Blender's interface is infinitely customizable — and infinitely breakable if you don't know what you're doing.

Panel Replacement

Every panel has an icon in its upper-left corner. Click it to swap that panel for something else entirely:

  • 3D Viewport → Image Editor
  • Outliner → Timeline
  • Properties → Shader Editor

This is why Workspaces exist — they're just saved panel configurations.

Splitting and Joining Panels

1

To Split

Hover over a panel corner until you see a cross cursor. Drag inward to create a new division.

2

To Join

Hover over the corner. Drag toward the neighboring panel (darkened arrow shows merge direction) and release.

Ctrl + Space

Maximize/Restore Panel

Quickly expand the panel under your mouse to full screen, then restore it

Saved from Disaster: Resetting Layout

Messed up your interface? Top bar + → General → Layout creates a fresh workspace. Right-click the tab → Reorder to Front to move it to first position. Done.

The 3D Cursor: Your Invisible Placement Tool

That red-and-white dashed ring isn't decoration. It's one of Blender's most powerful tools — and one of the most misunderstood.

What the 3D Cursor Does

The 3D Cursor has one primary job: it tells Blender where to put new things.

The Golden Rule

Cursor Position = New Object Location

When you press Shift + A to add an object, it spawns exactly where the 3D Cursor sits. Every. Single. Time.

Moving the 3D Cursor

Method Action
Tool Method Click Cursor tool in left toolbar, then click anywhere in viewport
Shortcut Method Shift + Right Mouse Button directly places cursor
Reset Method Shift + C snaps cursor back to world origin

The Snap Pie Menu: Shift + S

This menu alone is worth the tutorial. Press it, and you get:

Cursor to Selected

Move cursor to center of selected object

Selection to Cursor

Move selected object to cursor position

Cursor to World Origin

Reset cursor to (0, 0, 0)

Pro Workflow: Cursor as Placement Tool

Instead of creating an object then moving it, I place my cursor first, then create. It saves an entire transform operation. Multiply that by hundreds of objects over a project, and you've saved hours.

The Cursor as Pivot Point

The 3D Cursor has a second, equally important function: it can serve as the center of rotation and scaling for your transforms.

Changing Pivot Points

Look at the top bar, middle section. There's a dropdown called "Transform Pivot Point." The default is "Median Point," but you have options:

Bounding Box Center

Rotates around the center of the invisible box surrounding all selected objects

Median Point

Rotates around the average center of all selected objects (default)

Individual Origins

Each object rotates around its own origin simultaneously

Active Element

Rotates around the last-selected object (shown in bright yellow)

3D Cursor

Rotates around the cursor position — this is where the magic happens

Practical Example: Rotating Around Cursor

Place cursor at desired rotation center Set Pivot Point to "3D Cursor" Select object(s) to rotate Press R and rotate

The Origin Point: Computer Logic vs Human Logic

Here's something that trips up everyone: Blender doesn't care about your object's shape. It only cares about one tiny yellow dot.

What is an Origin?

The Origin is a single point that stores an object's position in 3D space. When you move, rotate, or scale an object, Blender is actually transforming that yellow dot — the rest of the mesh just comes along for the ride.

The Tree Problem

Imagine you're modeling a tree. You create a cube as the trunk and scale it upward. But the Origin is in the center of the cube, so when you scale, the tree grows in both directions — up and down. Not what you want.

The solution: Move the Origin to the bottom of the trunk. Now when you scale, the tree grows upward from the ground.

Moving Only the Origin

Blender has a specific mode for this:

  1. Select your object
  2. Top-right corner: Click Options
  3. Check Affect Only: Origins
  4. Press G to move the origin point
  5. Critical: UNCHECK "Affect Only: Origins" when done!

The #1 Beginner Mistake

You forget to uncheck "Affect Only: Origins." Suddenly, nothing moves when you press G. You think Blender is broken. Your origin just moved when you wanted to move the object.

The fix: Always, always, ALWAYS uncheck that box immediately after adjusting origins.

Applying Transforms

Sometimes you scale an object and things get weird — modifiers behave oddly, textures stretch. The solution? Ctrl + A to Apply Transforms, then choose Scale.

This tells Blender "this is the new normal — forget the original, treat this as the base state."

Coordinate Systems: Global vs Local

This distinction seems abstract until it isn't — and then it's the difference between your model working and falling apart.

Global Coordinate System

Global = World Absolute Direction

  • X always points left/right
  • Y always points forward/backward
  • Z always points up/down

No matter how your object is rotated, Global coordinates never change.

Local Coordinate System

Local = Object's Personal Space

  • X, Y, and Z move WITH the object
  • Rotate an object 90°, and its local Z axis might now point sideways
  • Each object has its own local coordinate system

The Double-Tap Technique

This is one of those things that, once you know it, you use forever:

Global ↔ Local Switching Mid-Transform

Start a transform (G, R, or S), then press an axis key ONCE for Global, TWICE for Local:

G → Z = Move along global Z (world up)
G → Z → Z = Move along local Z (object's up direction)

Pro Insight: When Local Matters

Modeling a character? You want Local coordinates — moving her arm forward should move it along HER forward, not the world's. Architectural visualization? Global is your friend — walls don't get rotated.

Preference Settings That Change Everything

These two settings are disabled by default in some Blender versions, but enabling them makes the experience infinitely better:

Zoom to Mouse Position

Location: Edit → Preferences → Navigation

What it does: Zoom centers on your mouse cursor instead of viewport center

Why enable it: Precision zooming — zoom directly into what you're looking at

Orbit Around Selection

Location: Edit → Preferences → Navigation

What it does: Viewport rotation centers on selected object instead of scene center

Why enable it: Keeps your focus object in view while orbiting — essential for detailed work

Common Pitfalls and Solutions

🔴 Only the orange dot moves

Symptom: You press G to move an object, but only the yellow dot moves, not the mesh

Cause: "Affect Only: Origins" is still checked

Solution: Go to Options and uncheck it

🔴 Interface is broken

Symptom: Panels are tiny, things disappeared, nothing makes sense

Cause: Accidental splits/merges

Solution: Create a fresh General Layout workspace

🔴 Rotation direction is wrong

Symptom: Object rotates in unexpected direction

Cause: Pivot Point is set to 3D Cursor, not Median Point

Solution: Check the Pivot Point dropdown in the top bar

🔴 Movement feels "wrong"

Symptom: Object moves diagonally when you press Z

Cause: Object is rotated and you're in Local mode

Solution: Press axis key only once for Global, or clear rotation with Alt + R

Part 2: Using MCP Commands for Interface Logic

Now let's see how natural language commands handle these concepts through MCP.

1. 3D Cursor Control with MCP

Recall from Part 1, we named our monkey heads s1, s2, and s3. Let's position the cursor precisely:

MCP Command
"Move the 3D cursor to the front of s1"
3D cursor moved to front of s1

Now create an object at the cursor position:

MCP Command
"Create a cylinder at the cursor position"
Cylinder created at cursor position

Important Note

If your command doesn't specify "at cursor position," Blender MCP will default to spawning at the world origin (0, 0, 0).

2. Cursor as Pivot Point

Let's rotate objects around the cursor instead of their origins:

"Set the 3D cursor as the pivot point"
"Rotate all objects 90 degrees around the pivot point"
Objects rotated around cursor as pivot point

3. Snapping: Cursor to Object, Object to Cursor

"Snap the 3D cursor to the cylinder"
"Snap s3 to the 3D cursor"
Cursor snapped to cylinder s3 snapped to cursor

4. Resetting the Cursor

MCP Command
"Set the 3D cursor back to the world origin"
3D cursor reset to world origin

5. Origin Point Management with MCP

MCP Limitation: Affect Only Origins

Through testing, Blender MCP cannot independently move origin points. The command to move only the origin fails — it always moves the entire object.

Workaround: For now, this is a manual operation. Use the Options → "Affect Only: Origins" checkbox workflow.

However, you can achieve similar results by transforming the object appropriately:

"Create a plane and scale it 3x"
"Create a cube on the plane"
"Stretch the cube 3x along the Z-axis"
"Place the cube on the plane"
Plane created with cube as tree Cube stretched from center (origin in middle) Cube stretched then placed on plane

By stretching first, then repositioning, you get the same visual result as moving the origin — the cube now extends from the plane surface rather than from its center.

Professional Terminology Reference

Term Definition Why It Matters
Object Mode Default mode for whole-object transforms Where you position, rotate, and scale complete objects
Edit Mode Mode for modifying vertices, edges, faces Where you sculpt the actual geometry
3D Cursor Red-and-white targeting ring Determines where new objects spawn
Origin Orange dot on each object The point Blender uses for transforms
Pivot Point Center of rotation/scaling Can be cursor, median, individual origins, etc.
Global Coordinates World-space directions Never change — X is always left/right
Local Coordinates Object-space directions Rotate with the object
Active Element Last-selected object (bright yellow) Serves as reference for certain operations

What's Next

You've now mastered Blender's invisible logic systems. You understand why objects spawn where they do, how to control rotation and scaling centers, and the critical difference between Global and Local coordinates.

But knowledge without practice is just potential. In the next tutorial, we'll put all of this to work with a complete modeling project.

Next up: Part 3: Case Practice — Girl with a Pearl Earring

We'll model Vermeer's famous painting from scratch, applying everything we've learned — cursor placement, origin management, coordinate systems, and MCP commands — to create a complete 3D scene.