# Rotation Pivot

Every **Object** in **Incari** has its own **Pivot Point**. This is the point in 3D space, that the **Object** will be rotated around. One of the most common places to have the **Pivot Point** is at the center of the **Object**, which can be set automatically, using the `Center` button, under **Rotation Pivot** in the **Attribute Editor**.

![](https://3009747178-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MIspkFTPkuGkv4UgQGs-1330240639%2Fuploads%2Fgit-blob-2572109996c885f8dd7ac06d5827bed1b7aa1cfb%2Fpivot-basic.gif?alt=media)

There are times, though, where you will want to set the **Pivot Point** to somewhere else, such as a hinge on a door. In this case, you can either manually set the `Position` of the **Pivot Point** by editing the values in the **Attribute Editor**, or by using the **Pivot Point Widget** in the **Scene Window**.

![](https://3009747178-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MIspkFTPkuGkv4UgQGs-1330240639%2Fuploads%2Fgit-blob-da1e6e4527dd61b5c18472a0d6401d72e93ebb6b%2Fpivot-offset.gif?alt=media)

Generally it is much better practice to set the origin of your *3D meshes* in your *3D* application, before importing them into **Incari**.
