Fly/Walk Navigation(フライ/ウォークナビゲーション)#

The standard navigation controls are sometimes limiting, especially for large environments such as architectural models. In these cases, it may be preferable to use first person controls instead, where you can look around while "standing" in one place rather than orbiting around a central viewpoint.

Blender offers two such alternative navigation methods: Flying and Walking. You can initiate either method from the View ‣ Navigation menu. You can also initiate your preferred one (configured in the Preferences) by pressing Shift-AccentGrave.

../../../_images/editors_3dview_navigate_walk-fly_view-navigation-panel.png

View Navigation(ビューのナビゲーション)。#

Common use cases for Fly/Walk include:

ナビゲート

広大なシーンをナビゲートするのに便利です。

Positioning a camera

When activated from a camera view Numpad0, the camera will move along with you.

Recording camera movement

You can record the path you take by entering a camera view, enabling Auto Keying in the Timeline, starting animation playback, and finally activating Fly/Walk navigation. The path will be recorded as camera keyframes which can then be used for rendering.

Animation playback can't be controlled while Fly/Walk navigation is active, so when you're done recording, you first need to exit the navigation with LMB before you can stop playback.

Walk Navigation(ウォークナビゲーション)#

参照

Mode(モード):

全てのモード

Menu(メニュー):

View(ビュー) ‣ Navigation(視点の操作) ‣ Walk Navigation(ウォークナビゲーション)

This navigation method behaves like a typical first person game. It works with a combination of keyboard keys and mouse movement.

使用方法#

Move the mouse in the direction you want to look and use the keys listed below to walk around the scene.

When you are happy with the new view, press LMB to confirm. In case you want to go back to where you started, press Esc or RMB.

All these keys are also listed in the Status Bar while navigating. Settings like mouse sensitivity and default speed can be adjusted in the Preferences.

W/Up

前に進みます。

S/Down

後ろに戻ります。

A/Left

左へ横移動します。

D/Right

右へ横移動します。

E

Move up (global) -- only available if Gravity is off.

Q

Move down (global) -- only available if Gravity is off.

R

Move up (local) -- only available if Gravity is off.

F

Move down (local) -- only available if Gravity is off.

Spacebar

Teleport to the location at the crosshair (offset by the Camera Height value set in the Preferences).

WheelUp/NumpadPlus

Increase the movement speed.

WheelDown/NumpadMinus

Decrease the movement speed.

Shift

一時的にスピードアップします。

Alt

一時的にスピードダウンします。

V

ジャンプ -- Gravity(重力) がオンで使用できます。

Tab

TabGravity(重力) のオンオフを切り替えます。

Z

Correct the Z axis of the view (smoothly roll it to ensure it's upright, not tilted to a side).

Period

Increases the jump height.

Comma

Decreases the jump height.

Fly Navigation(フライナビゲーション)#

参照

Mode(モード):

全てのモード

Menu(メニュー):

View(ビュー) ‣ Navigation(視点の操作) ‣ Fly Navigation(フライナビゲーション)

On activation, the cursor is centered inside a rectangle that defines a safe zone. When the cursor is outside this zone, the view will rotate/pan.

使用方法#

Move the mouse outside the safe zone in the direction you want to look.

Click LMB or press Spacebar to keep the current view and exit Fly navigation. In case you want to go back to where you started, press Esc or RMB.

W/Up

前方に加速します。

S/Down

Accelerate backward.

A/Left

左方に加速します。

D/Right

右方に加速します。

E

Accelerate upward.

Q

Accelerate downward.

MMB

Drag to pan the view. Flying will pause while you're doing this.

WheelUp/NumpadPlus

Increase the acceleration in the direction of motion. If there is no motion, start accelerating forward.

WheelDown/NumpadMinus

Decrease the acceleration in the direction of motion. If there is no motion, start accelerating backward.

Alt

Slow down as long as the key is held, until the view eventually comes to a standstill.

Ctrl

Disable rotation -- while held, the view rotation doesn't influence the flight direction. This allows you to fly past an object, keeping it centered in the view even as you fly away from it.

X

Toggle X axis correction. If enabled, the view will smoothly pitch to look at the horizon when the cursor is in the safe zone.

Z

Toggle Z axis correction. If enabled, the view will smoothly roll to an upright orientation.