Maya style 3D-Viewport navigation in Blender without conflicts


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In this video you’ll learn how to set up Maya style 3D viewport navigation in Blender without keyboard shortcut conflicts.

www.blenderplaza.com

(Please note: This video was made on a Windows system – shortcut keys may be different on a Mac…)

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50 responses to “Maya style 3D-Viewport navigation in Blender without conflicts”

  1. I eventually accepted the Blender style navigation, but I still want the Maya keyboard manipulator selection – WER – translate, rotate, scale. I managed to create the same shortcuts in Blender, but lose the Blender key commands. Its difficult to find a convenient set of keys that are not being used by Blender.

  2. This is the most useful video I link to newer users. Time and time again, I encounter fellow 3D artists who come from Maya/Max and are trying to figure out Blender. They always hate it so much. I link them this and they're very happy and functioning afterward.

    This setup should be Blender's default. It may be the biggest thing holding it back from being adopted in higher professional workflows. It's infuriating and frustrating that Blender has to be "different" or "better" and won't adopt the most natural point-to-select method of all other software.

  3. Excellent video! Can't thank you enough. For Blender users following this video, you will want to make one additional edit:

    "Alt+Left Mouse" is occupied by a separate command in Weight Paint mode (important for rigs and other features), which needs to be changed in order to rotate the camera while painting weights.

    Under the Input tab, expand "3D View < Weight Paint < Weight Gradient" (there are two options named "Weight Gradient", expand the first one). Rebind this command to a different key (in my case, "Ctrl+Left Mouse"). And voila!

    You can now rotate the camera in Weight Paint view! I hope this helps other people avoid my pain in trying to fix this. 😀

  4. Why did Blender stray from the tried and true controls? The hotkeys of q,w,e right next to each other for the commonly used move, rotate, and scale makes sense far more than reaching your finger over to R for rotate, G to move(grab), and S to scale. It's freakin' stupid.

    Every other 3D program follows the same convention because they work well and it makes transitioning between them easier for the user. Then here comes Blender and, true to its name, it puts all those controls into a Blender and spits them out with no thought or form.

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