Blender's 3D navigation uses a central point to orbit around.
In practice this is good for modeling an object which you rotate about a lot to see from all sides(think of a potter using a wheel).
However this makes it awkward to explore a scene or model an object from the 'inside', for example.
There are some ways to use Blender without ...
Without knowing the specifics of the Maya feature, try pressing . on the your keyboard's numeric keypad. This adjusts your 3D View to focus on the selected object. You can also press / on the numeric keypad to get a "local view" of the selected object (pressing / again will pop you back to the scene view).
To show all non-hidden objects in the 3D ...
An updated 2.8 answer can be found here
In both edit mode and object mode; press N to open the Properties. Scroll down to the 3D cursor. There are three number fields one each for the X, Y, and Z axes.
For finer control use Alt or Ctrl while dragging the mouse. Also see the Manual.
Note the coordinates are always in Global, how the transform orientation is ...
It's in the 3D View area's Properties N menu > View tab:
It doesn't affect Orthographic view, where there's no view distance.
How to set the the view port clip parameters per Python script is described in an answer to the question "Setting camera clip end via Python".
Older Blender 2.7:
See Cannot find Background Images feature in Blender 2.8 if using 2.8.
Background images are gone in Blender 2.8, at least in the traditional pre-2.7# sense. The old system was aging and prone to failure ... and it has been retired due to inherent limitations.
Information was stored as User Interface data, as such if you opened a file without the Load UI ...
To re-center the 3D view pivot to a more convenient point, select a vertex (or series of vertices) near the area you're working on and, in Edit Mode, hit Numpad . (the period key on the number pad). The view will now rotate around said element, avoiding those situations where it's nearly impossible to work on an area because you can't get a good look at it (...
Use Ctrl + Alt + B to clear the render border, or if you open the Space menu and type "render border", you should see the option.
There is also Shift + B, but this is the legacy shortcut for border render IIRC and it only works when looking through the camera. Use Ctrl + B as you can have different render borders for the viewport (when doing realtime ...
An alternative to iKlsR's answer:
You can close a panel by right clicking on the line between the two pannels (i.e. the shadowed area. Your mouse will turn into a double-sided arrow when you hover) and clicking join area:
In edit mode with a face selected press ShiftNumPad 7 That will align the view to the active face.
If you want to align the view to a different axis relative to the face, ShiftNumPad 1 and ShiftNumPad 3 can be used. Ctrl can be added to any of the key combinations to invert the view.
For example, CtrlShiftNumPad 7 will look at the "back" of a face.
Clipping in the 3D Viewport:
It sounds like you have your camera's Start Clipping Distance set too high in the 3D Viewport Properties. Clipping distances define the range (in distance units) within which objects are visible. If your distances are set incorrectly, your view gets "clipped" when you cross the clipping threshold, as you describe. To change the ...
That is the Logic Editor at the bottom, (you probably opened it accidentally as it's not normally in the Default scene as you have it). In your case here, look in the corner of the panel where the little lines are.. (these are called the viewport handles and are always in the upper top-right or lower bottom-left).
Left click the handle and drag down, an ...
Have a look at the blender manual. You can also use the snap menu pressing Shift+S.
Cursor to Selected
Snaps the cursor to the center of the current selection.
Cursor to Center
Snaps the cursor to the origin of the scene (location 0,0,0).
Cursor to Grid
Snaps the cursor to the nearest visible grid lines.
Cursor to Active
Snaps the cursor ...
In the View Properties panel (accessed by pressing N), there should be a category called Background Image. To enable it check on the box to its left.
To load an image, press the 'Add Image' button. All of your relevant image and display options are included in that menu.
However, remember that background images will only be displayed in:
To make your active camera match up with the viewport, use Ctrl + Alt + 0 (Numpad 0, the other zero won't work).
Also, you can track the camera to an empty with the Track To constraint. This will force your camera to point to the empty, which you can place in the center of your medium complexity face mesh.
To set up the Track To constraint:
Select your ...
This is now accomplished with the fully interactive Rendered viewport shading mode.
Click the rightmost sphere icon in the top right of the 3D viewport to enter Rendered mode, which displays the scene (more or less) exactly as it will be rendered:
Alternatively, hit Z and select the Rendered mode from the Shading pie menu:
To remove any ...
You can read this code.blender.org post describing the development goals for Eevee: https://code.blender.org/2017/03/eevee-roadmap/
In short, Eevee is meant to be a modern, high-quality viewport that will perform better than the current Blender viewport, and can better approximate the shaders for game engines or renderers such as Cycles. It will also be ...
Use the view_layer
Set ViewLayer.active to any object in view layer or None
context.view_layer.objects.active = ob
Note selecting has also changed from ob.select = True to
which together will emulate the general case UI state of having the context object both active and selected.
If I understand your question right, then you just need to enable Draw All Edges and Wire under the Object properties.
Wire draws all edges in the mesh that are not coplanar (edges not lying on the same mathematical plane). Draw All Edges draws these coplanar edges in wire display and wireframe mode.
Orthographic is (according to Wikipedia):
... a means of representing a three-dimensional object in two dimensions...
Bascially, Orthographic is a fixed depth. You can't zoom in or out. There is no distance from the camera.
Perspective has depth. You can zoom in and out. You can judge distances. Cameras can be distanced from the scene.
Simply put, ...
You can hit Shift+H, this works for all areas of blender which support hiding (editmode, uv-editing, sequencer... etc).
In Blender, if you know the the basic action a key is assigned to such as (hide H), you can try different combinations with Shift, Ctrl or Alt to often perform the inverse.
There is a great addon called Enhanced 3D Cursor that makes positioning the 3D cursor much easier.
After installing and enabling it there will be a new panel in the properties region.
That is only part of the addon's power.
Now when you press F10 or simply click and hold the LMB the 3D cursor will snap to your objects' faces. Furthermore if you hold shift ...
This is unique to Blender and as far as I know, cannot be changed. .
Blender uses the right hand coordinate system with the Z axis pointing
upwards. This is common with the coordinate systems used by most
common 3D CAD packages.
Another reasoning for this is that a common convention for real world applications for engineering and science is that X ...
There's a built-in feature to show mesh element indices, but the option isn't shown in the user interface by default.
Blender 2.7 and older:
The option only shows if the debug mode is enabled.
Start Blender in debug mode, or simply go to Python Console (Shift-F4) and type bpy.app.debug = True
Go to N-panel > Mesh Display
A checkbox Indices will now show
#Background images will only be displayed in:
Camera Prespective view (Numpad 0)
Any of the preset Orthographic views:
Front/Back (Numpad 1 or Crl Numpad 1)
Right /Left (Numpad 3 or Crl Numpad 3)
Top/Bottom (Numpad 7 or Crl Numpad 7)
You're in perspective mode instead of orthographic mode (see the upper left hand corner, it has the abbreviation "...
Switch to Material viewport shading by clicking the icon in the top right of the 3D view:
If you have an image texture, you can also display textures in solid shading mode by switching to "texture" in the shading mode options drop down:
Blender 2.5x - 2.7x:
Try setting the viewport shading to Texture (AltZ):
Note that this only ...
I assume you are wanting to have the same arrangement of windows as when you start blender.
If you have chosen another screen layout at the top: , just choose the Default layout.
If you have modified the Default layout, you can reset all your layouts to normal by:
Save your current file.
Choose File > New and reload the startup file.
Open your file, but ...
Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length ...