Blender Essentials for Beginners: Stop Getting Lost in the Viewport | 3D Tudor | Skillshare

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Blender Essentials for Beginners: Stop Getting Lost in the Viewport

teacher avatar 3D Tudor, Bestselling Blender Author & 3D Educator

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Blender Essentials for Beginners: Stop Getting Lost in the Viewport

      0:54

    • 2.

      Mastering Blender Viewport Gizmo and Projections

      5:40

    • 3.

      Essential Mouse Shortcuts for Viewport Navigation

      3:19

    • 4.

      Explore Scenes with Fly Mode Navigation Controls

      5:23

    • 5.

      Walk Mode with Gravity for Real Scale Preview

      3:26

    • 6.

      Master Numpad Views, Isometric Angles and Quad View

      7:05

    • 7.

      Customize Orbit, Auto Perspective and Rotation

      8:03

    • 8.

      Control Zoom Methods and Zoom to Mouse Position

      4:33

    • 9.

      Walk and Fly Navigation with Gravity Controls

      6:07

    • 10.

      Mastering Fly Navigation for Precision Viewport Control

      4:17

    • 11.

      Customizing Blender Viewport Controls and Input Settings

      5:55

    • 12.

      Frame, Isolate, and Zoom with Essential Viewport Shortcuts

      8:18

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About This Class

[Click Here for Resource Pack]

If Blender navigation still feels like guesswork, you are not alone. Most beginners do not get stuck because they lack creativity. They get stuck because the viewport feels unpredictable, so every move costs time and confidence.

Class Overview
This class is a focused set of 11 lessons that teaches Blender viewport navigation from the ground up, using a real practice scene so you can build repeatable habits instead of random luck.

You will start with the viewport gizmo, axes, and projection views so you always know what direction you are looking from. Then you will lock in the core movements that make Blender feel controllable: orbiting, panning, zooming, framing, and the shortcuts that help you recover your orientation fast.

After that, you will explore Fly mode and Walk mode (including gravity) so you can move through a scene at real scale, check composition and layout, and stop fighting the camera. You will also learn Numpad views, isometric angles, Quad View, and the key preference settings that let you tailor orbit, auto perspective, rotation, and zoom behaviour to how you work.

Viewport control is a skill, not a mystery. Once you have a repeatable set of movements and a few reliable reset shortcuts, modelling, layout, and lighting become far less frustrating because you stop losing your place.

What You Will Learn

  • Navigate using the viewport gizmo, axes, and projection views
  • Orbit, pan, and zoom with essential mouse shortcuts
  • Frame, isolate, and recover your view fast with navigation shortcuts
  • Use Fly mode to inspect scenes precisely
  • Use Walk mode with gravity for real-scale preview and layout checks
  • Switch views quickly with Numpad views, isometric angles, and Quad View
  • Customize orbit, auto perspective, rotation, and zoom methods (including zoom to mouse position)
  • Set up laptop-friendly navigation options (Emulate Numpad and Emulate 3 Button Mouse)

What You Will Practice
You will practice inside a stylized miniature military signal base Blender scene, using it as a safe environment for navigation drills and viewpoint control. The result is not a finished environment. The result is that you can move through a real scene, inspect details, and return to a clean view without getting lost.

Why You Should Take This Class
If you have ever watched a tutorial and thought the instructor was teleporting around the viewport, this is the missing foundation. Blender gets easier when navigation becomes automatic.

This class does not just list shortcuts. It connects them to the moments where they matter: checking silhouette in orthographic views, confirming scale by walking through a scene, and resetting your view when something feels off. These habits save time in every future Blender project, because you spend less energy controlling the camera and more energy making decisions about your work.

Who This Class Is For
This class is for beginners starting Blender, and for returning users who still feel clumsy in the viewport. If you can open Blender and you want clear, repeatable navigation habits, you will fit right in.

Materials
A mouse with a middle mouse button is recommended. A keyboard with a Numpad is helpful, but you can still follow along using Blender’s Numpad alternatives.

Software & Resources
Software: Blender

Resource Pack

  • Shaders and Materials: 12 stylized military environment materials
  • Models, Meshes, and Prefabs: 12 unique objects to practise navigation and framing in a real scene
  • Scene Helper and Extras: 1 Blender practice scene file (stylized miniature military signal base)

Your Class Project
Post a screenshot(s) showing your navigation progress in the practice scene. Use any of the options below:

Option A (quick):

  • 1 screenshot in Quad View (showing at least one orthographic view)
  • 1 screenshot after using Frame Selected and Local View to isolate an object

Option B (drill-based):

  • 3 screenshots total: one in an orthographic view, one in Fly mode, and one in Walk mode (gravity on)
  • Add one short line: what single navigation change made the biggest difference for you (shortcut or preference)

Thanks for reading.

Happy modelling everyone!
Neil – 3D Tudor

Preferences in Blender display mouse input options while the viewport focuses on a metal tower with a dish antenna, stone walls, crates, and a wall-mounted light.

Split-screen image combines a Blender diorama viewport with a photo of a numeric keypad, where several number keys are circled in red.

Meet Your Teacher

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3D Tudor

Bestselling Blender Author & 3D Educator

Top Teacher
Level: Beginner

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Transcripts

1. Blender Essentials for Beginners: Stop Getting Lost in the Viewport: Welcome to Blender Essentials for beginners. Stop Getting lost in the Viewboard. I'm Luke from Pretty Tutor, and if Blenders Viewboard feels like a maze where you keep losing your model, you are in a right place. In this short essentials course, you will learn the navigation moves you will use every single day, orbit, fan, Zoom, and how to snap clean, front, right, and top used without fighting the camera. Will cover the Viewport Gizmo offer graphic versus perspective and mouse keyboard shortcuts that make you proficient in the viewport. Then we will jump into fly and walk mode so you can explore any scene like a game with gravity when you want a proper sense of scale. You will also learn how to tune navigation preferences, plus the framing and isolated shortcuts that instantly bring your work back onto screen. So let's get into Lesson one. 2. Mastering Blender Viewport Gizmo and Projections: Hello and welcome everyone to Blender Navigation Essentials, viewport controls, and shortcuts. Before we get started, I would just like to let you know that every shortcut that I'm using is going to be seen on the bottom left hand corner. So everything is going to be seen here. In case you miss it when I say it, you're free to check that out. Now, as for the setup, I am going to be using a resource pack that includes a scene. Feel free to follow along and familiarize yourself with the Blender viewports. Alright, so to start off, we're going to make use out of the gizmo found at the very top. So this sort of a gizmo will allow you to move around your scene by clicking and holding the love mouse button, we're able to move it around. All you have to do is just simply make sure that you are within this highlighted circle. And just to emphasize on this highlighted circle, Ihanct a little bit. You can see this is the type of highlighted circle you're going to see around it. Once you go over with your mouse, essentially, you'll be able to see it. And once you are within the circle, you're able to click and hold your left mouse button and move around your scene. Next up, you'll notice that we have some highlights of the gizmo as well. We have Z X and Y. So these are the three dimensions for, well, three D viewport. By clicking on it, you'll be able to realign your setup to show the scene, either from the top down view, from the side view or from the front view. We can see the naming and which side of the viewport we are by just seeing it on the top left hand side. Right now we are on the right side. If I was to click on Z will be on the top side. And we can leave this by simply clicking again and holding our leftmuse button to just move it out of that perspective. Next up, you'll notice that you also have these free little blobs that are matching colors with the axis. So Z, positive axis would be at the top, and at the bottom, we'll have a matching empty circle, that will be the negative Z axis. If I was to highlight it with my mouse, you'll see that it even says minus Z axis. What this means is that if you click on it, it'll give you the Z axis but from the bottom. So that's quite important because we can do it for all of these axes. So for example, we can go onto negative Y axis onto negative X axis. And every time you can see that it is changing the name of which view we are at. So we can even go on the left, and we can even go on the backside. So right underneath it, we have some additional controls for the viewport, as well, which is pretty good if you're using a touch support or a drawing tablet. So firstly, we have ourselves a magnifying glass. By clicking and holding, we can go up and down to Zoom in and out of the scene. Next up, we have ourselves a panning hand. This little button will allow you to move around your objects. So just like that, we're able to, for example, locate the satellite dish. So using this button and clicking and holding left mouse button, we're able to do it and move around the scene. This works in any type of a view. So whenever you are having a setup like this where it's more diagonal or if you're going for a top down view, all of these shots will be able to use the panning shot just like the Zoom. Alright. Next up, we have a camera button, which we're not going to be touching it just yet, as we don't have a camera in our scene, let's go ahead and move on to the next part, which is going to be the orthographic projection view. This button over here will allow you to essentially change from perspective to orthographic view. In case you don't know what this is, essentially, perspective will give you depth. So items that are closer to your scene, will allow you to be shown as bigger. So for example, this lantern over here is way bigger than the lantern on the left hand side. If I was to turn on the orthographic projection view, we'll see that now these are essentially identical. So it's never going to change the scale of an object. You can see, for example, these barrels over here would be the same size if we're looking from this angle. But again, if we turn it back to perspective, we'll be able to see that they have different size now. If you're struggling to select on an object throughout the scene, feel free to disable the lighting collection. You can click on this button on the upper right hand corner. That way, we're able to play around more with the scene. And that's everything for viewport navigation in the first lesson. Hope it was helpful. If you enjoyed it and found it clear. A quick review would mean a lot. Thank you so much for watching, and I will be seeing you in a bit. 3. Essential Mouse Shortcuts for Viewport Navigation: Hello and welcome back around to blended navigation essentials, viewport controls, and shortcuts. In the previous lesson, we talked everything there is to know about on screen viewport controls, which is especially good for touchscreen and drawing tablets. But now let's go ahead and make use out of keyboard and mouse controls. So by default, everything that is necessary when it comes to such controls, all that you need to know is that it is going to be attached to the middle mouse button. Firstly, middle mouse button by itself will allow you to rotate the camera around just like we had with the Gizmo. Next up, we can use Alt and middle mouse button, which will snap to the right or the nearest type of view, similar to as if we were clicking on these buttons on the Gizmo. I would highly recommend instead of holding Alt first and then using middle mouse button to rotate, which is completely viable, as you can see, I would highly recommend to just firstly use the middle mouse button instead, and then whilst using it, you can then hold Alt and then it will snap. That way you can get your view closer to the desired angle and then hold Alt and then it's going to snap. And then afterwards, just release the middle mouse button, release the Alt and then it's going to give you this view. Next up, you have Shift and Middle Mouse button. So shift and Middle Mouse button will allow you to make use out of the panning mode. So this is especially great or when we want to just pan around the scene just like that. And again, you're able to just pan around and move it to the desired directions. Next up is going to be the zooming. Zooming can be either done using a mouse wheel by scrolling in and out. So scrolling up will zoom in, scrolling out will zoom out. Alternatively, you can use Control and middle mouse button. And that will also allow you to zoom in and out. So by using Control and middle mouse button, you can move it upwards to zoom in or move it downwards to zoom out just like that. And using all of these options, you can play around get everything that you want out of the controls. What a basic, well, navigation. You can preview it from this angle, for example, we can get it a bit closer. Then we can go, for example, to the top down view if we want to, and move it around. The outlooks from the top this scene, locate some Amocraes for example, in a corner and just preview it how they look from different angles. So yeah, that's going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bit 4. Explore Scenes with Fly Mode Navigation Controls: Hello and welcome back everyone to Blended navigation Essentials, viewport controls, and shortcuts. In the last lesson, we went over how we can preview our scene using mouse and keyboard to just zoom in and out and pan it around. Next up, we're going to continue on with a preview and how else we can visualize the scene. So this time, what I'd like you to let you know is that we have an alternative way for this, and that way is using shift and the symbol that's above tab. So next to escape, there is a little dot, which if you shift and click on it, you can see at the bottom left hand corner, it will enable you to have a crosshair in the middle. So right away, you'll notice that we can just move it around and we have no mouse. So first things first, what I'd like you to let you know is that we can just click our mouse button and it escapes that type of viewport. We go back on it, we can again click the Shift and apostrophes and it goes back into this viewport. Now, what's nice about this viewport is that we can use WAS D to move around just like in a video game. So that is pretty nice. We can also use Q and E to fly up and down in this mode, which is also really, really nice. And all the settings, by the way, can be seen at the bottom of the viewport when we are in that mode. So we're going to go for every single one of them, but just letting you know, again, at the bottom, you will see the items like so, and they will remind you of the shortcuts that we have. But just to make sure that it's fully understood, we're going to go every single one of them one by one. So again, going onto the mode, we can move back and forth using WSD Q and E to move it up and down. Then we have options for R and F. So this is going to be based on how you're looking at the well, at the scene. If you're looking downwards, for example, you can use R to essentially pan it through the scene like so, whilst using Q and E would still keep you going up and down in the world. R will just let you have this nice diagonal shot. F, again, will be based on the local rotation of this playable mode. Now, next up, we have jump, jump by itself will not do anything. We need to enable gravity, which we'll get to it. But before doing that, space. Space is your friend. It will help you just teleport to where you're looking. So it's not going to work if it's outside of the viewport, but it will work when you are looking at a specific mesh part. So we can, for example, go to the top of the satellite and see how it looks like. Maybe we want to have a little stealthy for example, character, just looking from the top of the setup. Then we can use just right click to go back to the viewport. And reset the location of where we were. Next step is using shift will allow you to use fast, which will speed up this setup. And using t will allow you to slow it down, which is also very, very good. Then we also have, well, the controls for some of these settings. Using plus and minus on your keyboard, you can see the acceleration at the bottom is being increased or lowered, and we can increase it to just go back and forth really fast or really slow. And again, with this acceleration, we can use fast using shift or using Alt to slow it down to nearly crawling speed. Jump is going to be for gravity mode, so we're not going to touch it just yet, but I would like to mention about the Z axis correction. So Z axis correction, right now, if I was to move my well, mouse, there is this smooth motion. By clicking Z, you will enable a mode where it lets you just go back and forth, much, much faster. You can see that it is just straight, snappy, literally based on your wrist. But Z cannot be turned off, so you have to just go out of that mode, go into it again, and you'll be able to make use out of the Z correction again. One final thing that I would like to mention is that you can also use acceleration using our mouse wheel. So by scrolling up, you can increase the acceleration. By scrolling down, you can decrease it. But that's something that's quite interesting and it kind of works actually, same as unrengine. So I'm very happy about this motion because you have full control over the acceleration. And yeah, we're going to come back to the gravity mode in a bit. But now, though, thank you so much for watching, and I will be seeing you in a bit. 5. Walk Mode with Gravity for Real Scale Preview: Hello and welcome back over to Blandon Navigation Essentials, Vbart controls, and shortcuts. In the last lesson, we learned a little bit about this flying mode, which is great to preview the scene from different angles and have a nicer range of motion. Next up, what I'd like you to let you know is that by clicking Tab, we're going to drop our character, and that's going to make it fall all the way to the bottom. But by using it, this fly mode on above the mesh, if I were to hit Tab, you'll notice that we now land on this mesh as a playable character. This is great because you don't really need to use any sorts of collisions. You can just simply walk on any mesh. The downside of it, though, is that it's not exactly like a game, meaning that you can technically just walk over anything. You see how it firstly tries to well, go into the wall. There are no collisions, so it technically goes into the wall then it realizes that the character that's being played, the playable character, it's not above a mesh. So always just checks whether it's above a mesh or not, and there is a small little point collision to see where the mesh as is. And if it's not touching a face, it just puts it above the mesh, and that's how essentially it works. But we can see that we have some issues with the player just being able to, well, jump and essentially walk over anything that it touches. But it's still pretty nice. Anyways, moving on, we have some additional player controls. We have V that allows us to jump, which is very, very nice. Something worth noting is that we can play around with the jump height. You can use a dot or to increase it or decrease it. So right now I'm clicking on the dot to increase it to a ten, and if I click V, I'll be able to jump higher. Something worth noting, though, is if you click and hold the V, you'll be able to jump much higher. So there is a difference between just tapping V or clicking and holding V. So yeah, you're able to also control the jump height with certain bit of precision. Let me just go ahead and lower down the jump height because I don't want to be jumping so much all the time. And yeah, you can still use teleport, by the way. So that's quite nice. Just make sure to not overdo it because now we are underneath the map. So that's one more thing worth noting. Teleportation doesn't work quite as nice with this playable character when you're not flying because gravity is on, and that means that when you click space and it's in some sort of a collision, it might go outside of the bounds. But all in all, it is a really nice setup. It gives you ability to preview scale of the scene, see how the entire setup looks like and what can be added. And, yeah, that's pretty much it. Thank you so much for watching, and I will be seeing you in a bit. 6. Master Numpad Views, Isometric Angles and Quad View: Hello and welcome back everyone to Plant Navigation Essentials, VPOt controls, and shortcuts. Now that we're back with the usual controls, and we're not playing around the map. Let's go ahead and go over certain additional controls, certain additional shortcuts that we can use. This time, we're going to be exploring Numpad, and on the Numpad have a bunch of different numbers that we can use essentially to help us with the Gizmo. So for starters, we're just going to focus on one, three, seven and nine. So by using one, three, seven, we're able to go between, well, front view, as you can see over here. Front view, and clicking three will allow us to go to the right view. Seven will give us the top view. Nine, however, is a little bit more interesting. This number over here will allow us to invert the position. So by clicking nine, whilst we are on the top orpographic view, we can just go to the bottom orthographic view. And similar to that, if we are at the front view, we can click nine. That goes to the back view. If we are at the right view, we can click nine to go onto the left view. So all of that is lovely stuff. Now, what happens when you want to rotate specific angle? Let's say we are at this angle over here, but we don't want to just do it manually using middle mouse button. We want to have some more refinement. Well, in this case, we can use eight, four, six, and two. But notice how on the numpad, you'll have arrows for each one of the directions. So these are the arrows that represent which direction it's going to go for on the setup. And click eight, for example, to go up, down or left and right. Each time you click by default, it's going to go 15 degrees, but that's quite something important. The next thing I'd like to mention is that if we are in a front view, which automatically changes to orthographic view, by the way, we are going to then rotate it and then it's going to keep us in orthographic view. This is quite nice because if we want to have an isometric view, we can do so by clicking four. Three times and then clicking 83 times as well. That's going to give us this sort of perfect orthographic type of isometric style of view. For certain games, for certain renders, it is perfect of what you're trying to get. So that's worth noting. But again, I hope that we move it outside, you can see it, we are still in that same orthographic view. Well, in this case, clicking number five as right in the center will help us because by doing that, essentially changes from the perspective to orthographic or vice versa. You can see it being changed just like that. So that is quite nice. Using these navigations, I highly recommend to just playing around by clicking one, for example, rotating it, so if you want to see it around, maybe pulling it up, clicking five, and just kind of seeing how you can preview the environment just using the numpad keys. If you're having a laptop, don't fret, we are going to come back to the alternatives of how to make use out of numpad. But for now, though, for those of you who do have it, play around with the settings, see how well you're able to move around. Let's say you want to well, rotate around the satellite, you can just go ahead and do that in an isometric view nonetheless, and you can preview it from certain different angles in a sort of an engineered way. And then once you're done, click five, make sure you are in perspective mode, and you are back to normal. The final thing that I'd like to mention in this lesson is going to be how you can have multiple windows all at once. And this is quite useful because we can click Control Alt and Q, and that breaks us with multiple views. So you can see, by default, top right is going to be the same view that we were using. And then on the left hand side, top left, we're going to get the top orthographic view. Then we also have a bottom left, front orthographic view and right orthographic view. All of them are quite useful, and if we want to flip them around, again, we can just use nine to just go from right to left if needed. So for example, this one has more detail over here. We can, for example, select an object, maybe move it up and down or like so. And it helps us to preview how it looks like from different angles. Maybe this one right now is, you know, overlapping a little bit. We can just fix that up, like so, and there we go. Having all four viewports at once helps us with this type of an issue. Keep in mind that if you have a camera outside for one of them, use the dot on the numpad. So this little option over here to refocus where you are. Dot is especially useful now if we were to go back to the perspective view using Control T and Q, the dot is especially useful because by default, if you're trying to zoom in too much, you're not going to be able to. So, for example, let's say, I want to zoom in closer to this ladder, but I cannot. So what can we do? Well, by clicking on that dot on the numpad, we are essentially not only going with the viewport to have it centered of an object, but we're also making sure that we're now able to zoom into its centerpiece, as well. You can see us zooming into the very center of this piece. So essentially, when we are rotating, we have this invisible focal point, which we're able to then use as a sort of rotation. So right now, for example, if I want to rotate around the satellite dish, I can click the dot, and now we are able to rotate around it just like that. It's a pretty useful little tool to use. All of the tools can be found by the way on the view option over here, then viewpoint, and you can see that we have top, bottom, front, back, right and left. And next to it, you'll see all the shortcuts. So in case you forget, make sure to just go onto this section and you can see what is what. Alright, so that is going to be it for me. Thank you so much for watching, and I will be seeing you in a bit. 7. Customize Orbit, Auto Perspective and Rotation: Hello and welcome back everyone to Blended navigation essentials, Pep controls, and shortcuts. In the last lesson, we went over the shortcut settings. Now we're going to go into depth in regards to its customizations. So for us to do that, we're going to go onto Edits tab on a top left hand corner. We're going to select preferences, and we are going to access a navigation preferences tab. And here we will find all the beauty that we want for controlling the viewpoard. I'm just going to lower it down a little bit so we'd be able to see what we're doing with the setup. First things first, we have ourselves the orbit orbit and t. Over here, we have orbitting method. So by default, it should be set to a turntable, which essentially locks z axis, meaning that when we are rotating, it's not going to tilt the z axis itself. If we were to use trackball, which allows us to have full control over the rotation, we'll notice that we are now able to rotate it in all sorts of ways and essentially tilting this camera like so. If during this motion, if you'd like to reset the rotation, the easiest way to do is just simply clicking one or one of the shortcuts for going to well, the front or the top you, and then you'll have that same type of rotation. But again, if you feel like doing something like sculpting, let's say, using something like a truck ball might be quite useful to have the right type of gesture and motion or all that sort of organic shapes. So it's quite helpful. But if you go back to turn table, you'll notice that now we are locked with this sort of rotation. So again, we would just simply need to reset it by going into either side view or top view, and now it's back to normal. Afterwards, we have ourselves orbit sensitivity. So this is going to be dependent on whether you're using trackball or turntable. If you're using turntable, sensitivity will be based on angles. If I was to increase this, we'll see that we are super super finicky. So keep that in mind, we can also revert back by clicking backspace on our keyboard, and that goes us back to the fault value, which was 0.4. Track ball will have just a normal value, but this is also to control the sensitivity. Oh, next up is something called orbit around selection. This is pretty useful if we have let me just go ahead and reset this rotation. It is pretty useful when we need to rotate it around specific objects. So let's say we want to rotate around radar previously, we talked a little bit about how we can use the dot on the numpad to just make sure it's centered. Well, we don't really have to do that with this option on if we have it selected. Everything that we have selected, then will become the rotation. So right now, we're rotating it like was to put it on the side, this radar and with the selection on, we'll see that we are rotating it around this section, even if it's to the side of us. It's not turned to that anymore. It's based on a selection. If we have something at the very corner, we'll have that selection rotation, just like that. And you can see how useful that would by just simply making different selections, we're able to have full control of how we are selecting. This will not affect, by the way, the option for zooming in. You can see that we cannot zoom in now too much to this spotlight. I only affects the rotation type of that invisible focus point. But if we want to, we can also just click the dot button that will again zoom into the object of selection, and now we can rotate it around and zoom in as close or as far as we want from it. Next step is we have an option for auto perspective depth. So this one is essentially what allows us to change from perspective to orthographic view whenever we use those shortcuts. If I was to click on Y button over here, we will notice that we automatically go onto orthographic view. Same thing goes when we move it outside, just rotating it using Middle Mouse button. We see that it changes now to perspective mode. If this disabled, what will happen is if we go to this front view, we'll see that we are still in perspective mode. So that way, we can use number five or this button on the side, which will allow us to go between perspective and pro graphic views, and it's not going to change regardless of what motion we're doing within a viewpoard. So you can see me turning around, going between front and top, and it's still orthographic. Next up is going to be depth. So automatic depth will allow you to mix up that issue with the Zoom that we were just talking about. So if we have this enable, we'll be able to zoom in as close as we want to this, for example, lantern, and it's not going to be limited as we had before to that invisible focal point. Instead, what it's going to do is it's going to estimate the center point where we're trying to zoom into. We can go past it, but you can see it slowing down just like that. Super useful thing to have this depth option, especially when we're previewing environments. But I wouldn't recommend you if you're doing a single object modeling because that will give you no control over how far or close the object is. If there's nothing behind an object, the depth sensitivity might start glitching out. You can see without the depth, if I was to just select this radar dish, I can just use the dot to have it as a focal point. Finally, we have smooth view and rotation angle, so smooth view will allow you to change how fast it goes between those traditional shots of a click seven, and it goes to the top view. You notice how it doesn't snap. It just has that slight motion. Well, if I was to change this to zero, it will just snap completely. So we can go between front view, top view, side view, all of that good stuff in a nap moment. There is no motion between it. This determines how many milliseconds it is. If I was to change it to 1,000, which I believe is the maximum amount, let me just go ahead and add zero. No, that is it. Hundred, so 1 second. It will basically allow us to go between those motions in a much slower rate, which is very nice. Finally, we have the rotation angle. So this is for that numpad control when we had four, six and eight and two to rotate it around. I by default, does it in 15 degrees. If I want to set this to five, it's going to be doing it in five degrees. So that's quite nice alternative control for that extra bit of Vaness when we want to make sure that everything is proper. Alternatively, we can set it up to a higher angle, so 45. So if I click one, I can just then afterwards, click eight and four, and that's going to give me that perfect isometric type of a view. And yeah, that is going to be it from this lesson. Thank you so much for watching, and I will be seeing you in a bed. 8. Control Zoom Methods and Zoom to Mouse Position: Hello, and welcome back e one to Blender navigation essentials, viewport controls, and shortcuts. In the last lesson, we went over orbit and Pan tab. We're now going to continue on with the Zoom tab. In this section, you have option for Zoom method. By default, it will be set to dolly. This means when we use control and middle mouse button, it's going to allow us to go in and out just like that. Next up, we have an option for scale. Scale option will allow you to zoom in and out more like a two the setup, so you can just really zoom in to those areas where you want them to be. The reason it's more for precision like is because it feels more like pinching onto a canvas instead of a zoom in dolly motion that goes towards the view. You can see how just making go in and out almost like, well, pinching on Canvas. Uh, next up, we have more of an interesting one. This is going to be a continue type of motion. But this is great for large environments and scenes because it has that load motion, and you're able to go in and out based on the speed of how close it is from proximity of the mouse. So when we start using Control a middle mouse button and then have that location right in this area over here, we can then drag down to zoom out, drag in to zoom in. And just with this motion you can see how fast we're able to do it. The downside is that because it's so floaty, it might not always give you that perfect accuracy and precision as you'd have with 02. So next up, we have option. I'm going to go ahead and just go onto Dolly for now or a Zoom method. Next up, we have option for Zoom axis. So this essentially means that using Control and middle mouse button, by default, we're using up and down motion. If you want to change that, feel free to change it to horizontal, which will let you do left and right, just like that. But that's quite handy. Right underneath it, we have an option called Zoom to mouse position. This option will be for all three of the Zoom methods. So that is nice. And essentially what it does is that it will allow you to zoom in to position of where the mouse is. If I was to quickly show you what I mean, is that right now when we're zooming, we are always going to be zooming towards the center of the viewport. By having this option on, we can zoom in to where the mouse is. So you notice how my mouse right now is towards the lantern. If I was to right now use the zoom, we'll start zooming in towards it. So that is very, very handy. So now if I was to zooming in towards satellite, all I'd have to do is just move my mouse towards it, and that will allow me to zoom in. That's quite nice. But sometimes, especially when zooming out, can be a little bit more finicky, I would so next up, we have option four mouse and wheel. So this is for inversion options. So firstly, it means that the zoom direction for a mouse, it's going to use Control and middle mouse button. So if we were to have this on, it will allow us to move upwards and zoom out, whereas before moving upwards, motion will zoom us in. So that's something that's worth knowing both for continue shot and dolly shot. And afterwards, we have mouse wheel, so this will be the mouse scroll wheel. Using up and down motion just to kind of go in and out. It inverses this option. And then for scale, well, we don't have these two options. We just simply have invert wheel Zoom direction. So that will allow us to just go in and out because this is based on pinching. What it means is that it essentially goes with control and mouse wheel and we are able to just pinch it. So there are no controls for inverting that. And yeah, finally, we have some controls for fly and walk, which we can cover in the next lesson. So thank you so much for watching, and I will be seeing you in a bit. 9. Walk and Fly Navigation with Gravity Controls: Hello and welcome back everyone to Blender of navigation essentials, VPort controls and shortcuts. In the last lesson, we went over the Zoom tab. Now we're going to go over lie and walk tab. This tab is very interesting because it has two options for UPort navigation, walk, and fly. So the difference in here is that simply by using, again, the option for shift and Omaki we're able to go into the fly mode. If we hit tab, we enable gravity, and this is called walk mode. Before we talk about fly mode, we're going to walk over the walk viewport. So this is the one that uses shift and that apostrophe, which allows us to move around. And in here, we'll find additional settings for it. And the settings that we have firstly is, well, if we have an option to reverse a mouse, in case some of you want to do that, feel free to reverse the mouse. Then we have mouse sensitivity. Which is essentially just an option to allow us to have more sensitive mouse. If I was to change it to ten, we have really, really sensitive mouse. So feel free to play around with that to have the right controls. Teleport duration is for the use of when we use spacebar, teleport, you see that slight bit of transition. That is the teleport duration. If you set this to zero, we can have an instant change, which might be good if you're not trying to get additional visuals out of it or if you don't feel as nauseous. Or if you want something super cinematic, feel free to change this to a higher value. And then we can have these really nice shots where it just moves from one area to another. You can even imagine how you can just set up Ie protation. You can click, and then you can just look at an angle, and that gives us some interesting cinematics. Uh, luckily for us, this is a bit different than a smooth view, so we can increase it to something more ridiculous. Ten actually is the maximum value, but it's still very good because you can then make some really slow motion just like that. And you can imagine that just by having some recording on the viewboard can create some interesting shots using it. Uh, next up, we have walk speed and speed factor. So walk speed is the default walk speed if we were to go and enable gravity over here, by default, this is the walk in speed. But if I was to change it to ten, we'll have, well, much faster walking speed. And walking speed factor, is going to be using it for slowing or sprinting. So shift or the other button, which is Alt will control that. So if I was to say the 200 or ten is the maximum value, sorry, we can just sprint. You see me holding Shift, it just like sprints so fast in comparison. So also Alt will be super, super slow, but that's quite nice as well. Next up, we have gravity. So gravity will allow us to control how the jump height is, which is, by the way, also controlled by the multiplier value at the bottom. So previously we talked about using dots and commas to increase the jump value. So this will allow us to use V to jump like so. But by increasing the jump height over here, we are essentially multiplying that value with this value. So if I was to set this ten, oh the ten, like so, and then use the jump. E is going to jump us very, very high. So the jump value will just simply change the jump height, default value. So whenever we are going back into the option, when we go into the walk mode, the default jump height will be affected by this. Notice that's quite interesting is that if you change the jump height, you see me changing it at the bottom. I change the jump height. Now it's very, very small. And if I was to go back off the view and go back into it, now it's again that same option. So now it's again that very small option of 0.59, even though the jump height over here is still set as ten. So it is interlinked with the parameter that we can use at the bottom. Honestly, leaving this as default will be best and just changing it at the bottom will give you the same value. Next up, we have the option for view height. So this is the default view height, 1.6 meters. If we change it to something like 10 meters and we go into the view mode, we'll see that we are now like giants walking on the scene. So that's quite nice. I'm just going to go ahead and change this height back to normal. And finally, view navigation. So we had option for walk, which includes not only walking but also well flying using a tab by disabling the gravity. We can fly around just like that. But the fly navigation is way different than the walk Danimation. Now, in the next lesson, we are going to talk a little bit about the view navigation for fly. So thank you so much for watching, and I will be seeing you in a bit. 10. Mastering Fly Navigation for Precision Viewport Control: Hell o and welcome back, everyone to Blendt Navigation essentials, viewport controls, and shortcuts. Now that we have ourselves the setting for fly and walk fly view navigation turned on, we're going to be able to have a completely different setup when we click Shift and the apostrophe key. This time, you'll see that the crosshair is actually into a small square. And when we move our mouse around, it feels more hovery. And the reason for that is it's set up as a fly sort of a drone motion. We click D, for example, we'll see that we start hovering. So if we click D you more times, we'll start flying in that direction, though. So that's pretty nice. And then we can just use our mouse to control the flight. So by just playing around with, you know, WASD, we're able to fly around our scene just like that. That's pretty nice. Another thing that is worth knowing is that it also has Q and E to fly up and down, but this is going to be more equivalent towards the local motion. So if I was to look down, it's going to, well, fly forwards. So it behaves or it should behave like more of a drone. Right. Next step is we have an Alt precision. So this will allow us to, well not fly as fast. So by holding Alt, I'm able to just click D, and you can see it's going to be flying much, much, more slowly. And also click W to move forward and just kind of use S to kind of start slowing down as you can see, much more final controls. Then we have acceleration. We can use either a numpad, minus or plus, you increase or decrease the acceleration that we already inherit. So let's say we are moving forward, you can see the acceleration at the bottom is saying that we are at one, but if we start clicking plus, it's going to increase the speed. If we start clicking minus, it's going to go negative acceleration. And with that in mind, you can also use mouse wheel. So just going up and down, you're able to control the speed of how fast you want to be. Finally, we have an option that says free look that basically allows us to move in a setting that will not affect the motion of the camera. So right now, if I was to move like this, just by clicking a couple of times, we'll move sideways, and if we start rotating our camera, the viewport camera, we are going to be able to hover around this environment. But if I was to hold control, we can essentially look around and it's going to keep that same momentum, and you can see that we're flying off even though we're rotating or camera and whatnot, it's going to be moving in that same direction. Once we release it, it's going to start behaving with that same local acceleration that we had. So you can see we're all again going sideways. Omo final thing that I'd like to mention is how easy it is to control, not only by using WASD Q and E to move back and forth and such. You can also use a middle mouse button. By clicking and holding, you can drag it around essentially padding the view so you can just have some really, really stable shots. And, yeah, that's pretty much it. Unfortunately, there's no other settings for the flight mode, just like we had for walk mode. All of the settings are done with the bottom app. If we want to cancel it just like we did with walk, we can hit Escape or hit our let Mouse button, and we're going to get back to the usual viewpoard controls. But that's going to be it for me. Thank you so much for watching, and I will be seeing you in a bit. 11. Customizing Blender Viewport Controls and Input Settings: Hello and welcome back everyone to Blender Ogation essentials, viewport controls, and shortcuts. In the last lesson, we went over everything that you need to know in terms of light preferences and how to make use out of alternative controls for the viewport. We're now going to go back onto the edit preferences tab. And this time, we're going to go onto the input stab. So here you'll find some alternative options that will help you with your viewport controls. And the first option that we have is going to be for emulate numpad. This option is great for when you're using a laptop because if you don't have this numpad over here on your side of the keyboard, the option to emulate it, the option to emulate the numpad will allow you to use the keys in the same matter. So using one, three, seven will allow you to go between front side and top views. You don't really need to use numpad if you have disenabled. If I have this disabled, however, won't be able to use those same keys as you can see. So right now, I'm clicking just upper numbers on my keyboard and it's not doing anything. Next up, we have option for default to advance numeric input. This is more for when we're moving objects and we want to use more in depth setup. It doesn't really affect the viewport, so we're going to move on from here. Afterwards, we have options for Mouse tab. But this option will allow you to emulate middle mouse button. Having this emulate free button or a mouse enabled, we'll be able to use Alt as a middle mouse button. So for example, beforehand, we were able to use middle mouse button to move around like soap. But let's say you're on a laptop and you have a touchpad. So alternatively, what you can do is have this enabled and then use Alt, and then it will allow you to use the same options we had previously. So before we had middle mouse button to move around, now we can use Alt plus left mouse button to move around, and that will work in the same way. Alternatively, we can also use Alt and Shift pan around just like we had Shift and Middle Mouse button, so they would work in the same exact way. So essentially, all the options that you had with Middle Mouse button, it will work over here. So Alt and Left click will allow you to rotate. Alt Shift and left click will allow you to pan, and Alt Control will allow you to zoom in and out. Next up, we have an option for continuous grab. This is more for manipulating objects. We don't really need to worry about it. It just allows us to go past the norm of the screen, doesn't limit that, and it wraps around the screen. Afterwards, we have option for release confirms. It is also more for operations. But what we are interested is in these options over here right underneath. We have mouse drag thresholds. They would allow us to move to an action. So right now, if I was to use middle mouse button and start dragging, we'll see that, well, we start rotating. By clicking, we don't have anything, but mouse drag threshold, if we were to increase it a maximum amount of 255, you're going to have more perhaps of a resistance. Afterwards, we have tablet API. So this will help us in case we have some issues with the automatic setup. By default, it should be good. It would either use Windows Inc or Win tab or if you're on OS, it would have an alternative. But if you have the right drives installed, this will work quite well, but if it doesn't, you'd be able to choose the alternative. Then we also have Max threshold and softness, which is more for tablet scouting. And here is an interesting one multi touch gestures. So if you have a tablet or a touchscreen, using multitouch will allow you to zoom in, pinch in, using two fingers, you can pan around, things like that, using multitouch gestures will allow you to do that. This should be on by default, so feel free to play around if you have the touch support. And finally, we have something called NDOF, which is for a free D mouse. So by default, mostly everyone uses two D mouse. But in case you have one of those free D mouses, which allows you to move in free D space, you'd be able to make use out of these settings to control well specific parameters of the set mouse, giving you full control in free D space. Options include things like ability to change between object and flight mode. You can also choose a lock horizon, so it wouldn't have that same issue as we had with the tilting or our navigation track ball. And then we have some fine tuning of where we want this to be centered around for rotation, how we can show the axis or if we want to show the orbit center as well, and small tuning such as sensitivity controls, as well as how you want it to be zooming in and of course, the inversion controls. So that's quite nice as well. And yeah, that's pretty much it when it comes to the inputs. So thank you so much for watching, and I will be seeing you in a bit. 12. Frame, Isolate, and Zoom with Essential Viewport Shortcuts: Hello and welcome back everyone to Blended Obligation Essentials, viewport controls, and shortcuts. Now we're going to go over some of those more specialized uses of shortcuts in the viewport. And the first one that we're going to touch up is the dot on the numpad. We previously talked a little bit about it, but let's go into full depth about this option. And what it does is essentially by selecting an object, it grabs the object, and when you click on the dot, it zooms into the viewport, fully object being centered to the viewpoint. Way it works is it grabs a bounding box around an object. So every object has a certain type of you can imagine, like an invisible square, which has an entire object inside of it, and the size of that box is just right for every single object, meaning that when we select the wall, for example, if I was to click on this dot on the numpad, we'll be able to have this same object even though it's bigger to be in generally the same area where this box would have been in the viewpoint. It's going to try to have used that same spacing of an object of the bounding box for the set viewpoint. If you were in edit mode whilst editing meshes and had certain little dot selected, you would move into just these specific selections like vertices or edges depending on what you have. So that's something worth knowing. This item is great for when you are outside of the boundaries, for example, and you need to find yourself the object, you can go and select one of the objects that you have, for example, this Jerry can on the top right hand corner. And with the selected, I will now move my mouse to the middle of the viewpoint, click the dot and it goes on to the selected object just like that. So we're able to locate it where the scene is, where the object is directly right away. If you don't want to locate the scene as is with the selection, there is an alternative. That alternative is, if we were to click Home key, it goes on to the entire selection of our environment. So what it does is it creates a sort of a bounding box, similar to what we had with individual items, but this time it creates a bounding box of an entire scene. This means that everything that is visible is going to well be put in the center of the frame when we hit Home button. Because we have an entire scene when we click Hope button, it's going to position our camera, not the camera position or location of the camera itself in that area. If we had everything else hidden and maybe just a couple of boxes selected, only this area over here, as an example, I will just show you hide everything away. So if we have a lot of items hidden and only some pieces are missing, it only goes onto the set pieces. So it only grabs everything that is visible. And that means that the things that are not visible are not going to impact this home key. The alternative for using home key is going to be something called centering and framing it all. So we center the cursor and framing it all using shift and C. It does the same operation as using home button by framing the entire scene except this time, it also moves this predecursor. We're not going to go too much in depth in regards to that, but essentially what this is is this free decursor allows us to, well, position various things like we can relocate origin points or we can spawn objects when we spawn new objects. It's going to be based on this free decursor. But when we use shift and C, it reframes the entire position of our viewport as well as resets this predecursor. So it allows us to easier start off on a new object. Uh, next up, we have something called Zoom region. This is very handy if we want to zoom into specific region without needing tediously zooming in to where we want it. The way it works is if we click Shift B, it gives us a square selection, which we can use Leftmuse button to drag it across. And everything that's been dragged across, it'll try to put it into this sort of a bounding box, then move the viewport onto the bounding box to make sure that everything is within that set selection. This is not going to work if you're going to have selection outside. I will say depth too large, meaning that it tries to grab anything outside, but there's nothing outside, so it's going to give us an error. It needs to have even a slight bit of depth or slight bit of selection for it to work properly. So you can see me selecting just a tiny bit over here, it's going to move straight to it. That's quite nice, especially when we want to, well, move on to parts directly and just kind of visualize how they look like. Maybe from this angle, you can see, we can just go onto the lamp, like so straight away. It gives us perfect control. Next step is we have an option for isolating view, which will allow us to create a localized viewpoort space for selection. If we have a selection like this, we can click the slash key on our keyboard, and that's going to isolate the entire selection. By clicking it back, we're going to go out of this selection. If you're wondering when you are inside of the selection, all you have to do is just look at the top left hand corner where it says Local. And if we are in a localized space, it's going to have that local word next to the scene name. But yeah, you can see we're going between local and non local. This is going to be based on a selection that we have. So if we just have these boxes and the sandbag, we're going to have a local space of just those selections. And it's quite useful and helpful to preview to help with the modeling and whatnot to kind of help isolate some specific parts. It's not the same as hiding objects because they're going to be treated differently. Even so, using something like a home key will allow us to frame all the localized assets in one spot. So when it comes to that matter, hiding or localizing items will work the same for both of the home button uses. Next up is if you want to hide some of the parts or sorry, take the parts out of localized space. So for example, this terrain, if we want to take it out, what we can do is we can use Alt and Slash key, and that selection that we had will be taken out of the local space. So in case you don't want to make re selection every time, what you can do is just select the parts you don't want. You can click Alt and Slash k, and that's going to give you just the right type of assets. And then we can reframe it using Shift and B. But there we go. Quick note when we are in localized space, it's going to essentially not include any of the items. So if we want to select this Gerrican and try to move using the dot to focus on the jycans not going to do anything. The reason being is that we are in a local space which is outside of the normal environment spacing. Now, that is something worth knowing. But now that we go out of the localized space, we see that selection is there. We can even see it highlighted in the back. We can click on a dot and it's going to bring us to this Jerycan. And that's it, happy modeling, everyone.