******** Aligning ******** These options allow you to align and orient the view. .. (todo) add negative/positive direction Axes ==== Blender uses a right-angled "Cartesian" coordinate system with the Z axis pointing upwards. *Left*/ *Right* corresponds to looking along the X axis, *Front*/ *Back* along the Y axis, and *Top*/ *Bottom* along the Z axis. You can select the viewing direction for a 3D View with the *View* menu entries, or by pressing the hotkeys. You can select the opposite directions if you hold :kbd:`Ctrl` while using the same numpad shortcuts. These operators change the view to be aligned with the specified global axes: - Top :kbd:`Numpad7` - Bottom :kbd:`Ctrl-Numpad7` - Front :kbd:`Numpad1` - Back :kbd:`Ctrl-Numpad1` - Right :kbd:`Numpad3` - Left :kbd:`Ctrl-Numpad3` Align View Menu =============== Align View to Active The options in this menu align your view with specified local axes of the selected active object, bone, or, in *Edit Mode* with the normal of the selected face. Hold down :kbd:`Shift` while using the numpad to set the view axis. Center Cursor and View All :kbd:`Shift-C` Moves the cursor back to the origin and zooms in/out so that you can see everything in your scene. Align Active Camera to View :kbd:`Ctrl-Alt-Numpad0` Gives your active camera the current viewpoint. Align Active Camera to Selected Points the active camera toward the selected object; based on the direction of the current viewpoint. View Selected :kbd:`NumpadPeriod` Focuses view on currently selected object/s by centering them in the viewport, and zooming in until they fill the screen. Center View to Cursor :kbd:`Alt-Home` Centers view to 3D-cursor. View Lock to Active :kbd:`Shift-NumpadPeriod` Centers view to the last selected active object, overriding other view alignment settings. View Lock Clear :kbd:`Alt-NumpadPeriod` Returns the view alignment to the view align settings before use of *View Lock to Active*. View Menu ========= View Selected See above. .. _3dview-view-all: View All :kbd:`Home` Frames all the objects in the scene, so they are visible in the viewport.