MeshTools

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 movement setting.

Pan

Panning uses the right mouse button plus the configured pan mode:

Pan modifier settingHow to pan
ShiftHold Shift and drag right mouse
Cmd/CtrlHold Cmd on macOS or Ctrl elsewhere and drag right mouse
Right-clickRight-drag always pans instead of orbiting

Zoom

  • Use the mouse wheel to zoom.
  • Zoom direction respects the Invert zoom setting.

Reset

  • Use the V R shortcut 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.

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