 So, you just want a scale. Not a problem. Scale as you left click and change the size of your target. This area down here represents where the origin of the scale takes place. Think of origin like the gizmo. If you move it here, the pivot point becomes over there. If you move it over there instead, then that becomes the new pivot point. Mesh center just puts the pivot in the middle of the mesh. Click center puts the pivot on the face you clicked. So if we click this face, it'll collapse over here. And if we click that face, it collapses around there. Axis center puts the pivot around the world center. If we turn this on, you can see the center is right here. And if we move our object around and then try to scale again, it's still gonna try and collapse around this center. Polygon center is one that I don't use much, but I've heard it works really well when your target's set to curved island and you want the origin to be in the middle of the group of polygons that gets affected. Local symmetry means it will set the origin to the center of whatever target you have selected. So if we are on polygroup island, meaning every face that is the same color as the one we clicked, and we click the blue side, the center of the blue group is right here. So that is where it's gonna collapse. If we click on a different color, then it will collapse to the middle of that instead. Hope that helps and as always, hope you have a fantastic day and I'll see you around.