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Tutorial

Free Transform: Rotate, Scale and Skew With a Movable Pivot

Brinimate's Q tool: scale from any anchor, rotate in 15° steps, skew by dragging the edges, and move the rotation pivot wherever you need it.

L

LuisOA

Brinimate Team

Free Transform (Q)

The regular select tool moves and scales. Free Transform does what’s missing: rotate, skew, and — most importantly — decide which point everything turns around.

Press Q, click an object, and the transform frame appears.

The Free Transform frame over a rotated rectangle, with corner handles, rotation arcs and the pivot crosshair at the center The frame after a rotation: square handles for scaling, faint arcs marking the rotation zones, and the pivot crosshair at the center.


The four things you can do

1. Scale — drag the square handles

  • Corners: scale both axes at once.
  • Edge midpoints: scale that axis only.
  • Shift: keep the proportions.
  • Alt: scale from the pivot instead of from the opposite handle.

2. Rotate — drag just outside the corners

Just outside each corner there’s a circular rotation zone (marked with a faint arc). Drag there and the object turns around the pivot.

  • Shift: snap rotation to 15° steps for clean angles.

3. Skew — drag the edges

Drag any side of the frame (the side, not the handle) and the shape leans. The opposite side stays put, so skewing feels like pushing a card in a deck.

This is what Animate won’t let you do directly, and it’s the fast way to fake perspective or lean.

4. Move the pivot — drag the crosshair

The crosshair in the middle is the rotation point. Drag it anywhere: the end of an arm, the base of a pole, a character’s shoulder. Then rotate, and the object turns from there.

The Center pivot button in the options bar puts it back in the middle.

Why the pivot matters: to animate an arm lifting, the rotation has to come from the shoulder, not from the middle of the arm. Moving the pivot is the difference between believable animation and a limb that looks like it’s floating.


What happens underneath (and why it’s worth knowing)

Brinimate bakes the transform into the geometry rather than storing a wrapper. Practical consequences:

  • A rectangle or ellipse you rotate or skew becomes a path. That’s expected and correct: a rectangle is by definition axis-aligned. It keeps its fill, stroke and width.
  • A circle you rotate stays a circle (rotating a circle changes nothing).
  • Brush strokes absorb rotation and scale losslessly; skew recalculates their points.
  • Imported images are never resampled: the transform lives in the node’s own fields, so you can rotate and scale a thousand times without degrading the bitmap.

Honest limitation: text and symbols only support move and scale for now — their internal model has no rotation field. When you select one, the rotate and skew handles disappear instead of pretending to work.


Shortcuts

ActionHow
Activate the toolQ
Proportional scaleShift + drag a corner
Scale from the pivotAlt + drag
Rotate in 15° stepsShift + drag outside a corner
UndoCtrl+Z

Coming from coloring? Continue with rulers, guides and snapping to place everything precisely.