The Orbit function is modal: It remains active until you right-click or choose another command.
Orbit respects Angle Snap. If you turn on Angle Snap, the Orbit mouse pointer displays a magnet, and the rotation snaps by the Viewport Orbit Snap Angle setting.
Orbiting uses a hidden “virtual target” as center of rotation. Holding down the key in Orbit mode has a special behavior: It performs a rotation of the scene around the screen’s X and Y axis (at the position of the virtual target). Moving the mouse horizontally yields rotation around world-coordinates referential Z axis. Moving the mouse vertically yields rotation around world-coordinates referential X axis. This differs from standard Orbit, in which horizontal mouse movement rotates around screen-coordinates referential Y axis.
To use Orbit:
A view-rotation “trackball” is displayed as a yellow circle with handles placed at the quadrant points.
To constrain rotation to a single axis:
The rotation is constrained to the first axis you use.
To rotate with keyboard and mouse:
The rotation is constrained to the first axis you use.
Uses the center of the current sub-object selection as the center of rotation. The selection remains at the same position in the viewport while the view rotates around its center.
Uses the center of the current selection as the center of rotation. The selected object remains at the same position in the viewport while the view rotates around their center.
Uses the view center as the center of rotation. If objects are near the edges of the viewport, they might rotate out of view.