Mass volume center based viewport navigation
Now the orbit selection navigation function is based on the origin point of the object, but most of the time the origin point is not always near the object's physical volume center, and sometimes the origin point is even at the world origin, like characters with armature or rig. their origin point is mostly at world origin for retargeting propers, in those cases, the "orbit selection" will not work as we intended. So my suggestion is to make a mass volume center based navigation or a screen space center based navigation like a modeling software called Shapr3D is used
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