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I am aware of ShiftF fly, but it's extremely cumbersome having to use the scroll wheel to change the velocity of flight and moving the mouse from the center to spin.

Is there a way to move the viewport camera (not the scene camera) like Unity lets you right click and fly around with WASD and moving the mouse?

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  • $\begingroup$ You're a FPS gamer, aren't you ? :P You should try a 3D mouse... It's really better than Fly mode :) $\endgroup$ – Polosson Oct 13 '13 at 21:53
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    $\begingroup$ Yep, and also a hobby Unity developer. It's unimaginably useful to fly around the scene at times, instead of orbiting around a point like Blender does. And I don't have or plan to get a 3D mouse. $\endgroup$ – Keavon Oct 13 '13 at 21:55
  • $\begingroup$ If somebody is to write a script for this, I suggest that it should be triggered by holding Shift and right clicking. Then dragging while right clicking should turn the view, and WASD moves. $\endgroup$ – Keavon Oct 13 '13 at 21:55
  • $\begingroup$ @Keavon well, the problem is that you'd have to move the existing wasd hotkeys out of the way. I (and I assume many blender users) use 'w' and 'a' very often. edit: nvm I'm stupid, you'd probably just use a modal mode like in fly mode $\endgroup$ – PeterT Oct 13 '13 at 23:56
  • $\begingroup$ That's why I said holding Shift and RMB would be required to activate it. $\endgroup$ – Keavon Oct 14 '13 at 0:05
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The latest version of Blender has Walk Mode, You can access it by pressing ShiftF or View > Navigation > Walk Navigation. If you want to use Fly Mode (which used to be the default), you can switch between them in User Preferences > Input.


It's WASD just like in FPS-games, Q and R to move up/down. G or Tab enable gravity and collision, and V to jump in gravity mode. Space teleports you to the surface you are pointed at. You can even change the key-bindings to enable FPS Walk (the official name) on MMB down, and confirm on MMB up to always rotate (or rather: look) in FPS-style - or even hold MMB down and use WASD!

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  • $\begingroup$ Wow, very impressive. Almost like a built-in FPS controller. I look forward to that, but FPS walking still isn't FPS flying which would be a very useful addition to that feature too. $\endgroup$ – Keavon Feb 5 '14 at 3:38
  • $\begingroup$ @Keavon: it's both - with gravity off, it's FPS-style flying (/noclip, or rather /ufo since up/down uses the global Z axis), with gravity on it's FPS-style walking. A and D are for strafing, W and S to move forward / backward. With gravity off, W and S may change your view height based on the view direction (move along the forward vector of the player), whereas your vertical location is based on the environment with gravity on for obvious reasons. $\endgroup$ – CodeManX Feb 5 '14 at 16:28
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Check out the FPS Fly addon:
http://www.ewocprojects.be/fpsfly.html

A FPS-style viewport navigation was a proposed project for the steam workshop devs, so not sure if there will be a C-implementation of the above addon.

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  • $\begingroup$ The new version had a bug and the old version is really sluggish (it refreshes the view at a low FPS and the general controls are unsatisfactory). Thanks for the link, nonetheless. It may come in handy at times, even with its problems. What did you say about the Steam Workshop? How does that have to do with Blender? And what about a C-implementation? I thought scripts are written in Python for Blender. $\endgroup$ – Keavon Oct 14 '13 at 0:59
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    $\begingroup$ @Keavon some Valve guys wrote an email to the Blender developer mailing list asking around for interest in collaborating with them (specifically workshop integration, i.e. publishing workshop items directly from within Blender) and the possibility of offering a download of Blender through Steam. I don't understand how WASD navigation would benefit from being a core C system instead of a python plugin though. $\endgroup$ – PeterT Oct 14 '13 at 2:23
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    $\begingroup$ It would run smoother? See the Fly Navigation code, there's smoothing to the mouse input and it's not sluggerish at all. And as there's nothing like Blender plugins, it would pretty much mean that there will always be official support for the feature. Proposals for the steam workshop devs: Google Docs Spreadsheet $\endgroup$ – CodeManX Oct 14 '13 at 18:06

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