Viewport Navigation
Move around the mesh, control overlays, and understand the viewport gizmo.
The viewport is both a camera control surface and your main editing canvas.
Camera Controls
Orbit
- Drag with the right mouse button to orbit.
- Vertical orbit respects the
Invert Y movementsetting.
Pan
Panning uses the right mouse button plus the configured pan mode:
| Pan modifier setting | How to pan |
|---|---|
Shift | Hold Shift and drag right mouse |
Cmd/Ctrl | Hold Cmd on macOS or Ctrl elsewhere and drag right mouse |
Right-click | Right-drag always pans instead of orbiting |
Zoom
- Use the mouse wheel to zoom.
- Zoom direction respects the
Invert zoomsetting.
Reset
- Use the
V Rshortcut to reset the viewport camera and restore default overlay toggles.
Display Controls
The top-right vertical overlay toggles how the mesh is drawn:
- wireframe,
- shaded triangles,
- point display.
These are visual aids only. They do not change the mesh data.
Selection Filters
The second overlay stack controls what the picker can target:
- edges,
- faces,
- points.
Default state:
- faces enabled,
- edges disabled,
- points disabled.
If a filter is off, that entity type is ignored by click, box, and invert selection.
Viewport Gizmo
The lower-left gizmo shows the X, Y, and Z axes relative to the current camera.
- Right-click the gizmo to switch the project between Y-up and Z-up.
- If no project is open, the gizmo cannot change up axis.
The gizmo is a project-level orientation tool, not just a camera decoration.