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How do I rotate the viewport around the local (to the view port) - Z axis?

Basically what you would get if you were to hit R with the camera selected in camera view.

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You can press ⎈ Ctrl⇧ ShiftMW ScrollWheel, or ⇧ ShiftNumpad 4 and ⇧ ShiftNumpad 6.


Currently the scrollwheel binding doesn't exist in 2.8, however you can add it back yourself. Under User Preferences > Input > 3D View > 3D View (Global), press Add New and set the operator to view3d.view_roll. Create a binding for both left and right:

enter image description here

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    $\begingroup$ Re: @squarespiral's comment on the other answer, you can refine the roll increment on either/both of these methods by going (in Blender 2.79 anyway) to User Preferences > Input > 3D View > 3D View (Global), scrolling down to the block of "View Roll" settings, clicking on the "expand" triangle of the one you want to change, selecting "Roll Angle" from the dropdown on the bottom right, and then typing a Roll Angle in the input box on the left (in radians, I think; I find a setting of -0.02 for Ctrl-Shift-ScrollWheelUp and 0.02 for down works really nicely for fine tuning with the mouse wheel). $\endgroup$ – Glen Whitney Apr 30 at 2:25
  • $\begingroup$ Ctrl+Shift+ScrollWheel apparently does not work (anymore) in Blender 2.80 beta, found no replacement either. The other two shortcuts work fine though. $\endgroup$ – Simon Repp May 5 at 8:20
  • $\begingroup$ @SimonRepp It works for me on latest master (1c5860407068) $\endgroup$ – gandalf3 May 5 at 10:50
  • $\begingroup$ @gandalf3 Are the beta builds on the website based on master? If yes I'll gladly try with the next release then :) Thanks for the info! $\endgroup$ – Simon Repp May 5 at 12:22
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    $\begingroup$ @SimonRepp I believe they are. However, I just remembered that I actually re-added the bindings myself (if I load factory settings it no longer works). I'll update my answer. $\endgroup$ – gandalf3 May 5 at 19:08
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One non optimal method is to bring the camera to the viewport(Ctrl-Alt-Numberpad 0), select the camera and hit R. This isn't the neatest method, but it still works. It also offers to the degree precision. once positioned, you can delete the camera if it bugs you. see this question on how to "un-roll" the viewport once you're done.

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    $\begingroup$ For higher rotation precision this is better than the accepted answer - with Shift you have pretty good control. $\endgroup$ – squarespiral Aug 2 '18 at 13:53

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