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[edit] Navigating in 3D
[edit] View controls with the mouse
First, try your hand at navigating 3D space.
- Move your mouse cursor so it's in the part of the window with the pink square and the gray grid. This region is called the 3D Window.
- Hold down MMB
(middle mouse button) and move the mouse around. Note: If you don't have a middle mouse button, you can change the view with Alt LMB
.
- You can see that the square is really a 3D box, and you can view it from any angle.
[edit] View controls with the keyboard
Often you want to get a perfect top-down view or a view directly from the side or front. This is difficult to do with MMB
. Instead, use the NumPad keys.
Important: the NumPad keys have different functions than the row of numbers at the top of the keyboard. NumPad 1 does something very different from 1.
- Press NumPad 1. Now you are viewing the cube straight from the front.
- Press NumPad 3. Now you are viewing the cube straight from the side.
- Press NumPad 7. Now you are viewing the cube straight from the top.
Keyboard View Controls
- NumPad 1 - front view.
- NumPad 3 - side view.
- NumPad 7 - top view.
- NumPad 5 - toggle Perspective/Orthogonal.
- NumPad 0 - camera view.
Laptop users
If you have a laptop that doesn't have a NumPad, you can make the keys at the top of your keyboard act like the NumPad it by following the simple Emulate NumPad instructions. |
[edit] Perspective vs Orthogonal views
There are two different kinds of projections you can use. These are a matter of preference, and you
- Press NumPad 5. Press NumPad 5 again. Try it a few times to get a feel for what it's doing. Notice the changes in the cube's angles and in the grid in the background.
- NumPad 5 toggles between Orthogonal view (the default) and Perspective view.
Which view you decide to use is a matter of preference.
- Orthogonal view is a 3D representation that could never happen in real life: two same-size objects will appear the same size no matter how far apart they are from each other or from the camera.
- Perspective view mimics real life: closer objects appear larger than far away objects, and parallel lines vanish toward the horizon.
When you're modeling a mechanical object or trying to model symmetrically, try using orthogonal view. Use Perspective view when modeling something organic, like a character, or to get an idea of what the model will look like when the camera looks at it.
Perspective and Orthogonal View
- NumPad 5 - toggle Perspective/Orthogonal.







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