Overview#
Move/Copy relocates objects without constraints. It is the quick way to position a body relative to others, rotate a part before an operation, or duplicate bodies. Because it is a timeline feature, the move can be edited or reordered.
In an assembly, use Joints to position components with relationships; use Move/Copy to position bodies inside a part, to nudge components temporarily, or when you want a one-off placement.
Where to find it#
- Workspace: Design.
- Tab / panel: Solid tab > Modify > Move/Copy.
- Shortcut: M.
- Canvas manipulator: the triad that appears in the canvas lets you drag to move or rotate, or you can enter values in the dialog.
Step by step#
- Press M.
- Set Move Object: Bodies, Components, Faces, or Sketch Objects.
- Click the object(s) to move. With Move Object set to Components or Bodies, selection is limited to one component, or to bodies within a single component.
- Choose the Move Type: Free Move, Translate, Rotate, Point to Point, or Point to Position.
- Use the manipulator triad in the canvas, or type values (X, Y, Z Distance or X, Y, Z Angle) in the dialog.
- To keep the original and create a duplicate, check Create Copy after selecting the object and before making any adjustments.
- To rotate about a specific point, use Set Pivot to specify the center point of rotation.
- OK.
Worked example: align a second block#
- Make two blocks of different sizes.
- Press M, choose Move Type Point to Point.
- Select block B. Pick a corner of block B as the first point and a corner of block A as the second.
- The blocks snap corner to corner. Then, with Translate, nudge 5 mm along Z.
Options reference#
| Option | What it does | Notes/default |
|---|---|---|
| Move Object | Components, Bodies, Faces, or Sketch Objects. | |
| Selection | The objects to move or copy. | |
| Move Type: Free Move | Shows a manipulator; move the object with it or enter values. | The most flexible, but Autodesk says it is not captured parametrically: nothing is recorded in the parameters table. |
| Move Type: Translate | Move laterally along X, Y, Z. | Has a Direction setting: Component XYZ (one component, relative to its origin), Design XYZ (multiple components, relative to the design origin) or Pick Direction (relative to an edge or axis). |
| Move Type: Rotate | Select the rotate axis and specify the angle. | |
| Move Type: Point to Point | Pick a source point and a target point. | Good for alignment. |
| Move Type: Point to Position | Move a point to X, Y, Z coordinates. | |
| Set Pivot | Specifies the center point of rotation within the selected object. | The triad orients to the X, Y, Z axes of the selection. |
| Create Copy | Creates a copy of the selection and moves the copy. | Check it before making adjustments. |
| Point to Position | Moves a selected point to a position in the design's or a component's coordinate space. | |
| X, Y, Z Distance / Angle | Numeric entry for translation distance or rotation angle. |
Tips and pitfalls#
Tip: Type values rather than dragging so the move is reproducible and the timeline entry is clean.
Tip: Use Move/Copy with Create Copy followed by Scale or Mirror to create variants of a part without touching the original.
Note: not confirmed in Autodesk's documentation: how Move/Copy interacts with joints and grounded components. Test on a copy of your design, and use joints rather than Move/Copy for assembly relationships.
Warning: Move Object set to Faces can distort adjacent geometry. It is equivalent to a direct edit, and can fail if the surrounding faces cannot adapt.
- Moving sketch objects moves the geometry but may conflict with constraints; use sparingly (general advice).
- After copying a component, check the browser to see what was created.
- Alignment is easier with the Align tool (Modify > Align) when you need to mate faces.
- Moves happen in the timeline order; place the move before features that depend on the new position.
- Use Inspect > Interference after moving bodies to confirm they do not collide.
Move types compared#
| Task | Move Type | Why |
|---|---|---|
| Nudge a body 5 mm up | Translate, Z = 5 mm | Exact and editable in the timeline |
| Spin a part 30 degrees about its own axis | Rotate, with Set Pivot at the axis point | Rotation about the correct center |
| Land one corner on another | Point to Point | Snaps without measuring |
| Park a body at X = 100, Y = 0, Z = 50 | Point to Position | Absolute coordinates |
| Rough placement while thinking | Free Move | Fast, but imprecise |
Because Autodesk says Free Move is not captured parametrically, use Translate or Point to Point with typed values for placements that matter.
Pivots and rotation order#
Rotation happens about the pivot, which may not be where you want it. Use Set Pivot to specify the center of rotation (for example a circle center or vertex) and then rotate. Rotating 90 degrees about X then 90 degrees about Y is not the same as the reverse order; if you need a compound orientation, do it as two separate Move/Copy features so each is individually editable, or use the Align tool.
Numbers: rotating a 40 mm tall pin 45 degrees about a pivot at its base moves its tip by 40 x sin(45) = 28.3 mm horizontally and lowers it by 40 x (1 - cos(45)) = 11.7 mm. If the tip ends up somewhere else, the pivot was at the center, not the base.
Moving faces#
Move Object set to Faces behaves like a direct edit: selected faces translate or rotate and neighbors extend or trim to follow. It works well for:
- Shifting a hole's wall (selecting its cylindrical face) by 3 mm.
- Tilting a planar face by a few degrees to introduce draft.
It fails when a neighbor face is parallel and would collapse to zero area, or when the move would make the body self-intersect. Use small steps and keep one face selection per feature if you need to isolate the cause of an error.
Moving components in assemblies#
Use joints, not Move/Copy, for relationships between assembly components. The Move/Copy reference does not describe how it interacts with grounded components or joints, so test it in your design.
Worked example: arranging three parts for a render#
- Place three bodies A, B, C.
- Move/Copy B with Point to Position: X = 60, Y = 0, Z = 0.
- Move/Copy C with Translate X = 120 and Rotate 30 degrees about Z, pivot at C's center.
- Create a copy of A with Create Copy and Translate Z = 80 so the copy appears above A.
- Verify spacing with Inspect > Measure: the distance from A's center to B's center should be 60 mm.
Because each move is a separate timeline feature, you can edit B's X value later and C and the copy do not change.
Failure modes and fixes#
| Symptom | Cause | Fix |
|---|---|---|
| Component will not move as expected | Possibly grounded or joint-constrained (not documented in the Move/Copy reference) | Check the joints, or position with a joint offset instead |
| Rotation swings the part around in a wide arc | Pivot not at the part | Set Pivot on the part's own axis |
| Move changes after editing an earlier feature | Move is before the feature in the timeline | Drag the Move feature to the right place |
| Moved face produces an error | Neighbors cannot adapt | Move in smaller steps, or use Press Pull |
| Sketch dimensions go red after moving a sketch | Constraints conflict | Move the body, not the sketch |
Choosing between Move/Copy, Align and joints#
| Need | Tool | Reason |
|---|---|---|
| Place a body once, at known coordinates | Move/Copy, Point to Position | Exact and visible in the timeline |
| Mate two faces flush | Align (Modify > Align) | Picks faces and handles orientation |
| Parts that must move relative to each other | Joints | Constraints and motion limits |
| Many copies at regular spacing | Pattern | Quantity stays a parameter |
| A mirrored version | Mirror | Reflection, not a move |
A useful habit is to keep every Move/Copy numeric. A Translate of 25 mm in X is self-documenting; a dragged Free Move is not. If you must drag to find a position, read the resulting values from the dialog, then retype them rounded to sensible numbers (24.97 mm becomes 25 mm), so later edits start from a clean value.
Copies that stay useful#
Create Copy duplicates at the new location and leaves the original untouched. For three bodies spaced 30 mm apart, run Create Copy with Translate X = 30 mm, then run it again on the copy; or use a Rectangular Pattern with Spacing 30 mm if you want to change the count later. Patterns are better when the spacing is regular, and Move/Copy is better when each placement is different.
Practice exercise#
Practise precision positioning and then break the model by reordering.
- Create a 20 mm cube and a cylinder 10 mm diameter and 30 mm tall.
- Use Point to Point to put the cylinder's bottom center on the cube's top center. Measure the gap: it should be zero.
- Create Copy of the cylinder, Translate 25 mm in X, then add a second Move/Copy that rotates it 45 degrees about Y with the pivot at its base. Compute the expected horizontal shift of the top (30 x sin 45 = 21.2 mm) and check it with Measure.
- Create another copy and use Point to Position to place its base center at X = 60, Y = 10, Z = 0.
- Move the top face of the cube up 5 mm using Move Object = Faces, Translate Z. Note what happens to the cube height.
- Join the original cylinder with the cube.
- Drag the Move/Copy from step 3 to before the Join and then to before the cube extrude; note what changes and what errors appear.
- Add a Move/Copy of a component that has a joint and observe the behavior (the docs do not describe it).
Expected result: a cube with a cylinder on top, a tilted copy whose tip offset you predicted, a copy at fixed coordinates, and a documented effect of timeline order.
Related#
- Mirror and Patterns
- Press Pull and direct modeling
- Construction geometry
- Shell, Draft, and Scale