Bounding Box Center: You will use a cube projection shape

based on all objects you have in a selection. The center of that

projection will be the pivot point.

3D Cursor: The 3D Cursor location will be your pivot point when

you use this option.

Individual Origins: When you have multiple objects selected, you

will be able to use each origin point as a pivot. The option is great

to apply a rotation or scale to various objects as if they were single

selections.

Median Point: The default option uses an object origin point for

single selections or the median point between multiple selected

objects.

Active Element: If you have various objects selected, you can use

the active object's origin as a pivot. The active object is always the

last one selected.

The management of pivot points in Blender is an option that can save

you a lot of time if used correctly. For instance, if you look at the model

shown in Figure 2.25, you will see a chair. The origin point for that model

is close to the top, not ideal for that type of object.