The Orbit flyout contains the Orbit, Orbit Selected, Orbit Sub-Object, and Orbit Point of Interest buttons.
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Note: How you navigate viewports depends on which
interaction mode, 3ds Max or Maya, is active. In Maya mode, Orbit is turned off for orthographic viewports.
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
Ctrl 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.
Tip: An alternative method for orbiting the viewport is the
ViewCube
Procedures
To use Orbit:
- Activate a perspective or orthographic viewport.
- Click Orbit or one of the alternatives from the same flyout.
A view-rotation “trackball” is displayed as a yellow circle with handles placed at the quadrant points.
- Drag the mouse on and around the trackball to produce different types of view rotations. The cursor changes to indicate the type of rotation in effect:
- To rotate the view freely within the viewport, drag inside the trackball. The free rotation continues while dragging even if the cursor crosses outside the trackball.
- To constrain the rotation to the horizontal or vertical axis, drag the trackball handles. Drag horizontally on the side handles, or vertically on the top or bottom handle.
- To rotate the view about the depth axis that is perpendicular to the screen, drag outside the trackball. When the cursor crosses inside the trackball during dragging, free rotation occurs. When the cursor crosses back outside the trackball, spinning rotation is again in effect.
- To exit the Orbit function, press
Esc or right-click within the viewport.
To constrain rotation to a single axis:
To rotate with keyboard and mouse:
Interface
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Orbit
- Uses the view center as the center of rotation. If objects are near the edges of the viewport, they might rotate out of view.
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Orbit Selected
- 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 its center.
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Orbit SubObject
- 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.
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Orbit Point of Interest
- Uses the cursor location (point of interest) as the center of rotation. The point of interest remains at the same position in the viewport while the view rotates around its center.