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I used to use the mouse wheel in fly mode to move the view/camera smoothly backward and forward while controlling the speed at the same time.

I updated to Blender 2.70 and it seems that this is not working anymore.
Can I still use this navigation method in 2.70? How?

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  • $\begingroup$ Since I migrated to 2.70 this has been annoying me and I couldn't find the answer to it easily. So I tried formulating a question as carefully as possible, hope that this would help people encountering the same issue. Having said that, walk mode is definitely worth a try. $\endgroup$
    – user3345
    Jul 6, 2014 at 2:58
  • $\begingroup$ Good to have the option, but I'm not sure why anyone would want to have the old fly mode back since it was slow and difficult to use. $\endgroup$
    – Keavon
    Jul 6, 2014 at 7:11

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If you want to use both fly and walk mode without toggling settings in your preferences constantly, it's still accessible in 3D view > Header > View > Navigation > Fly mode:

enter image description here

Since that's kind of a pain to get to if you use it a lot, you can:

  • Use the search menu (Space > fly)

  • Create a custom shortcut by right clicking on the option in the menu and selecting Add Shortcut.

This way you can have both fly and walk mode within easy access.

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Yes, you can still use mouse wheel in fly mode.

It appears that since 2.70, there is a new 'walk mode' which is the new default. To restore fly mode, go to user preferences > input. Towards bottom left under View Navigation, choose Fly instead of Walk.

Note: In walk mode mouse wheel silently adjusts speed of walking.

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I had trouble flying in Blender 2.76, but I found that changing the active camera's focal length (Shift + F7) or the general view angle (N Properties Panel) can actually shrink / explode the fly-mode dock (that box in the middle of the screen)... If the dock is reduced to a dot, the fly-mode viewport goes crazy because the cursor's relative displacement is jammed high; if the dock is expanded off-screen, basic fly-mode keys still function but rotation & any hope of 'flying' are dead because the dock is inescapable!

Started looking for bug reports on this, but now I think the real/virtual camera linkage might be for consistency sake. Eg. how could Ctrl + Alt + Numpad 0 set the active camera to a view if it did not share that view's optical characteristics?

Something to be aware of anyway!

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