# 6.3 - Translating¶

Translating a model changes the model’s location. Translation does not effect the
model’s size or orientation. Mathematically, translating is a simple
addition. Translating a vertex, (x, y, z), into a new location,
(x’, y’, z’), is accomplished by adding a value to each component.
Let’s call these translation values *tx*, *ty*, and *tz*. In equation format,
translation is performed like this:

```
x' = x + tx;
y' = y + ty;
z' = z + tz;
```

Notice that translating by 0 leaves a component value unchanged. Vertices are typically manipulated as a unit, so if you want to translate along one axis and leave the other axes unchanged, use a translation value of 0 for the unchanged axes.

## Special Cases and Effects¶

There are no “special cases” for translation. Experiment with the following example.

An example of model translation.

Animate

tx -6.0 6.0 tx : 0.00

ty -2.0 2.0 ty : 0.00

tz -2.0 2.0 tz : 0.00

Limiting the translation values between -2 to +2 on the Y and Z axes keep the model inside the WebGL viewing area. Experiment with the larger X axis translation values which make the model disappear from view.

Open this webgl program in a new tab or windowTo negate (or undo) a translation operation, simply translate using a negative (-tx, -ty, -tz) translation. For example, if you translated a model by (2, -3, 1), then translate by (-2, 3, -1) to put it back.

## Glossary¶

- translate
- Change the location of a model.