To enable, make a selection (single object or group) then click View » Local View » Toggle Local View or press NumPad /, repeat to disable.ĭesign note: Frame Selection is accessible pressing NumPad. The latter is functionally similar with the added benefit of being toggleable – when Local View is ON the active object or selection within a scene becomes the focus no matter their position within it, when OFF the scene reverts to its previous state. Frame Selection vs Local Viewįor newer versions of Blender the option to focus the camera on a specific selection, Frame Selection, accompanies Local View rather than replacing it.
In the 3D View click the View menu to then access the Align View options ( View » Align View » ). Center View to Cursor | | resets the view to the 3D Cursors location.ĭesign note: the Center Cursor and Frame All option is similar in practice to Frame All, Home, but includes the cursor re-centring – whilst the 3D View generally has more options to re-centre/reposition the camera, all areas and editors have a similar Frame All option, typically accessible from the respective View menu (where available) or by pressing the Home key.Center Cursor and Frame All | Shift + C | 3D Cursor repositioned to grid zero (0,0,0) and view reset.
To access Align View, top-left of the 3D Viewport click the View menu then Align View ( View » Align View » ) to see the available alignment list, primarily Given Blenders transform flexibility when manipulating each editor, area or view, what the Align View options do is refocus or readjust the camera, area or editor so it focuses on different aspects of the active view, which can be a single object, group selections, the 3D Cursor, a median point and more. The initial view Blender presents (opening a ‘General’ project) that has the scenes camera focused on the Cube, rotating the workspace pivots around this point. Important: as Align View is broadly relative to the 3D Viewport camera and viewport itself, for more control it can be used in conjunction with Snap (to elements, objects or selections) and/or Snap During Transform to varying effect. To address this various Align View options can be used to refocus the camera. Over time this relationship tends to become discombobulated, the views focus changing based on where the camera subsequently ends up relative to the initial starting point, rather than what it might/should be looking at. To get pure-horizontal or pure-vertical sideways tracking).The default layout Blender uses typically has the 3D Viewports camera focused on the Cube primitive that essentially acts as a visual proxy for grid/screen centre such that middle-mouse click-dragging (MMB) rotates around it as a point of reference. Sideways Tracking Press G and move the mouse (you can use X twice or Y Dolly To dolly the camera, press G then MMB (or Z twice). Horizontal Pan or Yaw This corresponds to a rotation around the camera’s local Y axis. (the first press selects the global axis, pressing the same letter a second time selects the local axis – Press R to enter object rotation mode, then X twice Vertical Pan or Pitch This is just a rotation along the local X-axis. (the axis orthogonal to the camera view), which is the definition of a camera “roll”. The default will be to rotate the camera in its local Z-axis That are used to manipulate any object: Roll Press R to enter object rotation mode. Having done so, you can now manipulate the camera using the same tools The following actions also assume that you are in camera view Numpad0! You can RMB – click on the solid rectangular edges to select it). So that it becomes the active object (while viewing through it, To perform these camera moves, the camera must first be selected,