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Fly camera (as in games, Unreal, Unity): right drag turns it where it stands, WASD (Q / E down, up) while held and the arrows any time move where it looks, the wheel goes forward and back (never creeping to a stop), Shift + wheel sets how fast every way of moving goes (kept), Alt + right drag orbits round what's picked; it keeps track of what it looks at (the near plane and shade in corners go by what's nearest). Close up in Rendered no longer turns into a pattern: the shade in corners reaches a share of the view (its +1 a share of the reach in the engine). The grid made again: four sets of lines, each line's look only from how far apart it and its like are on the screen (no jumps as the view moves or the steps change, no gaps, soft edges), pieces short near the eye. F3 and Escape close the command search (the engine takes Escape first). fry_hold / fry_mouse / fry_orbit target for trying it
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -102,8 +102,10 @@ Five tabs along the top: **Model**, **Paint**, **Layout**, **Render**, **Print**
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- **Layout tab**: move, turn and size the flat frames of the surface yourself; the paint follows.
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**Seeing it**
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- **Getting round**: right drag orbits, middle drag pans, the wheel goes towards what's under the
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mouse; the **arrow keys** move you along the ground (Page Up / Down: up and down, Shift: faster).
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- **Getting round**, as in games, Unreal or Unity: right drag turns the camera where it stands,
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and while it's held W A S D move where you look (Q / E: down, up). The **arrow keys** move any
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time (Page Up / Down: down and up), the **wheel** goes forward and back, **Shift + wheel** sets
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how fast it all goes. Alt + right drag orbits round what's picked; middle drag pans.
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- **Solid** view for modelling, **Rendered** with a real sky, sun and soft shadows (Z). Wireframe
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(Shift+Z), X-ray (Alt+Z). The Render tab: the sun, sky, ground, brightness, shadows, glow;
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F12 saves a picture of just the view.
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