user: Provide the full official documentation entry for Orientations, preserving all code examples.

assistant: Global
:   Align the transformation axes to world space.
    The world axes are shown by the [Navigation Gizmo](../navigate/introduction.html#navigation-gizmo)
    in the top right corner of the viewport, as well as the *Grid Floor*.

Local
:   Align the transformation axes to the active object’s orientation.

Normal
:   In Edit Mode, orient the transformation axes so that the Z axis of the gizmo
    matches the average [Normal](../../../modeling/meshes/editing/mesh/normals.html)
    of the selected elements.

    In Object Mode, this is equivalent to *Local* orientation.

Gimbal
:   Orient the transformation axes to visualize the workings of the object’s
    [Rotation Mode](../../../scene_layout/object/properties/transforms.html#bpy-types-object-rotation-mode).
    This is specifically useful for the Euler modes,
    where the object is rotated one axis at a time: the rotation axes don’t
    stay perpendicular to each other and might even overlap, a phenomenon
    known as [gimbal lock](../../../glossary/index.html#term-Gimbal-Lock) that complicates animation.

View
:   Align the transformation axes to the view (meaning they change as you orbit around):

    - X: Left/Right
    - Y: Up/Down
    - Z: Towards/Away from the screen

Cursor
:   Align the transformation axes to the [3D Cursor](../3d_cursor.html).

Parent
:   Align the transformation axes to the [Parent](../../../scene_layout/object/editing/parent.html).

### Examples

Cube with the rotation gizmo active in multiple transform orientations.

|  |  |  |
| --- | --- | --- |
| ../../../_images/editors_3dview_controls_orientation_manipulator-global-1.png   Default cube with Global transform orientation selected. | ../../../_images/editors_3dview_controls_orientation_manipulator-global-2.png   Rotated cube with Global orientation, gizmo has not changed. | ../../../_images/editors_3dview_controls_orientation_manipulator-local.png   Local orientation, gizmo matches the object’s rotation. |
| ../../../_images/editors_3dview_controls_orientation_manipulator-normal.png   Normal orientation, in Edit Mode. | ../../../_images/editors_3dview_controls_orientation_manipulator-gimbal.png   Gimbal transform orientation. | ../../../_images/editors_3dview_controls_orientation_manipulator-view.png   View transform orientation. |
| ../../../_images/editors_3dview_controls_orientation_manipulator-parent.png   Parent transform orientation. Cube parented to rotated empty. |  |  |

### Custom Orientations

You can define custom transform orientations using objects or mesh elements.
Custom orientations defined from an object use the *Local* orientation of that object,
whereas those defined from mesh elements (vertices, edges, faces)
use the average *Normal* orientation of those elements.

[image reference removed]

Transform Orientation panel.

The *Transform Orientation* panel, found in the header of the 3D Viewport,
can be used to select, add, remove, and rename transform orientations.

The default name for these orientations is derived from the selection.
If it’s an object it will take that object’s name,
if it’s an edge it will be titled “Edge”, and so on.

#### Create Orientation

To create a custom orientation, select an object or mesh element(s) and
click the “+” button in the *Transform Orientation* panel.

[image reference removed]

Create Orientation [Adjust Last Operation](../../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel.

Right after creating the orientation,
the *Create Orientation* [Adjust Last Operation](../../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel gives a few options:

Name
:   Text field for naming the new orientation.

Use View
:   The new orientation will be aligned to the view space.

Use After Creation
:   The new orientation stays selected.

Overwrite Previous
:   If the new orientation is given an existing name, a suffix will be added
    to it’s name to avoid overwriting the existing orientation,
    unless *Overwrite Previous* is checked, in which case it will be overwritten.

#### Delete Orientation

To delete a custom orientation, simply select it and click the × button.