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## Synopsis

```rotate [-absolute] [-centerPivot] [-euler] [-objectCenterPivot] [-objectSpace] [-pivot linear linear linear] [-preserveUV] [-reflection] [-reflectionAboutBBox] [-reflectionAboutOrigin] [-reflectionAboutX] [-reflectionAboutY] [-reflectionAboutZ] [-reflectionTolerance float] [-relative] [-rotateX] [-rotateXY] [-rotateXYZ] [-rotateXZ] [-rotateY] [-rotateYZ] [-rotateZ] [-worldSpace] float float float [objects]```

rotate is undoable, NOT queryable, and NOT editable.

The rotate command is used to change the rotation of geometric objects. The rotation values are specified as Euler angles (rx, ry, rz). The values are interpreted based on the current working unit for Angular measurements. Most often this is degrees. The default behaviour, when no objects or flags are passed, is to do a absolute rotate on each currently selected object in the world space.

None

## Related

move, scale, xform

## Flags

Long name (short name) Argument types Properties
`-absolute(-a)`
 Perform an absolute operation.
`-relative(-r)`
 Perform a operation relative to the object's current position
`-reflection(-rfl)`
 To move the corresponding symmetric components also.
`-reflectionAboutOrigin(-rao)`
 Sets the position of the reflection axis at the origin
`-reflectionAboutBBox(-rab)`
 Sets the position of the reflection axis at the geometry bounding box
`-reflectionAboutX(-rax)`
 Specifies the X=0 as reflection plane
`-reflectionAboutY(-ray)`
 Specifies the Y=0 as reflection plane
`-reflectionAboutZ(-raz)`
 Specifies the Z=0 as reflection plane
`-reflectionTolerance(-rft)` `float`
 Specifies the tolerance to findout the corresponding reflected components
`-centerPivot(-cp)`
 Let the pivot be the center of the bounding box of all objects
`-objectCenterPivot(-ocp)`
 Let the pivot be the center of the bounding box of each object
`-pivot(-p)` `linear linear linear`
 Define the pivot point for the transformation
`-objectSpace(-os)`
`-worldSpace(-ws)`
 Perform rotation about global world-space axis.
`-euler(-eu)`
 Modifer for -relative flag that specifies rotation values should be added to current XYZ rotation values.
`-rotateX(-x)`
 Rotate in X direction
`-rotateY(-y)`
 Rotate in Y direction
`-rotateZ(-z)`
 Rotate in Z direction
`-rotateXY(-xy)`
 Rotate in X and Y direction
`-rotateXZ(-xz)`
 Rotate in X and Z direction
`-rotateYZ(-yz)`
 Rotate in Y and Z direction
`-rotateXYZ(-xyz)`
 Rotate in all directions (default)
`-preserveUV(-puv)`
 When true, UV values on rotated components are projected across the rotation in 3d space. For small edits, this will freeze the world space texture mapping on the object. When false, the UV values will not change for a selected vertices. Default is false.

 Flag can appear in Create mode of command Flag can appear in Edit mode of command Flag can appear in Query mode of command Flag can be used more than once in a command.

## MEL examples

```// create a circle and grouped cone to rotate;
circle -n circle1;
cone -ax 0 1 0 -n cone1;
group -n group1 cone1;

// rotate the active objects 45 degrees about the world space X axis
// centered at each object's rotate pivot point.
select cone1;
rotate -r 45deg 0 0;

// Set the rotation values for group1 to (90, 0, 0). This is
// equivalent to 'setAttr group1.rx 90; setAttr group1.ry 0;
// setAttr group1.rz 0;'.
rotate 90deg 0 0 group1;

// rotate the circle 180 degrees about its local space Y axis
// centered at the rotate pivot point 1 0 0.
rotate -pivot 1 0 0 0 180deg 0 circle1;

```