Continue Orbiting Around Selected Point in Object Mode After Edit Mode
Hi, There’s a small but annoying issue in Blender that I’d like to share. When in Edit Mode, orbiting around the selected point (whether it’s a vertex, polygon, or segment) works great and is very useful. However, when switching to Object Mode, the orbit seems to default to an arbitrary point, and it no longer follows the last selected point from Edit Mode. For users who need precise control over the camera in both modes, this can be frustrating.
I propose adding an option to Blender that allows the orbiting in Object Mode to follow the last selected point from Edit Mode. Alternatively, it would be useful if orbiting in Object Mode could happen around the point where the mouse is hovering. I believe these changes could significantly improve the user experience.
There are currently alternative solutions such as using the 3D Cursor or similar tools to improve viewport navigation, but adding this feature as a default in Blender would make things much easier.
7 Comments
Activating the 3D cursor rotation in Object Mode is excellent, but when we want to use it in Edit Mode, there are a few annoying issues. First, the 3D cursor itself can clutter the area where we want to edit, although this can be overlooked. It’s also possible to hide the 3D cursor. However, the next issue is much worse: when we enter Edit Mode and deactivate the 'rotate around 3D cursor' option, the entire scene shifts, forcing us to reposition it again. Please make sure to test this issue.
The worst part is that the 3D cursor has other uses as well. For example, when we place it somewhere for a task and simultaneously want to rotate around a different point, we have to disable the 'rotate around 3D cursor' option and use the 'rotate around selection' instead, which forces us to constantly switch between modes.
My suggestion is to create a new mode for rotation around the mouse pointer, or to allow separate settings for the 3D cursor rotation in both Edit Mode and Object Mode. I apologize if my explanations were confusing or lengthy.
If I leave Edit Mode I realy don't want to bother with what I had selected while in there. Maybe a "Orbit Around 3D Cursor" could be an option. That way you can redefine you rotation point by Shift+right click on the fly quickly.
Rotating around the 3D cursor works well in Object Mode, but in Edit Mode, I prefer the rotation to be around the selected object. I have to constantly turn this option on and off, which is annoying. If this feature could be set separately for Object Mode and Edit Mode, it would be much better. I hope I conveyed my point clearly. Thank you for your attention.
Just to explain how Orbit Around Selection works in detail: When you switch from Edit Mode to Object Mode, the origin of the object you have selected becomes the orbit point rather than the "component" (vert, edge, face) you had selected. This makes sense because you are now working at the object level rather than the component level. If you deselect everything in Object or Edit Mode, the camera will use the mouse cursor's position as the orbit point. If you hover over a mesh, the position of the mouse cursor on that surface becomes the pivot point. It's very intuitive for investigating elements in a scene without being restricted to a selection. The pivot point is not arbitrary unless you hover the mouse cursor in empty space with nothing selected. Even in that situation, Blender is trying to "guess" where you want the pivot to be.
I don't believe this proposal is an improvement to that current navigation scheme and is generally counterintuitive. Its use case is already covered by the way that navigation currently works with Orbit Around Selection.
The issue, especially with large objects, is that to inspect a smaller part of a large object, you have to select 'rotate around the 3D cursor.' However, when you switch to Edit Mode, this option remains active, and you have to disable it again to rotate around the selected object.
Rotating around the 3D cursor works well in Object Mode, but in Edit Mode, I prefer the rotation to be around the selected object. I have to constantly turn this option on and off, which is annoying. If this feature could be set separately for Object Mode and Edit Mode, it would be much better. I hope I conveyed my point clearly. Thank you for your attention.
Did you read what I wrote? It addresses all of that. You don't need to use the 3D cursor to inspect smaller areas or use it for navigation at all. Orbit Around Selection in the Interface settings allows you to orbit around whatever you've selected, or to orbit around wherever your mouse position is on the mesh when nothing is selected. This makes is very easy to inspect everything in a scene, large or small.
I recommend you familiarize yourself with that setting and simply get accustomed to using that instead. It already does much of what you're asking for.
I had never tested not selecting anything before. Thank you for your guidance; this is exactly what I wanted.