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You should be able to set the key+mouse-button combinations for view navigation tools to behave in the same as Blender does.
Edit > Customize > Tools > View Navigation Tools > Zoom/Pan/Rotate View.
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NVILL Discussion / Feature Request: Blender-style Viewport Navigation
« Last post by Fred.f on Today at 04:17:16 pm »
Hello IStonia,

First of all, thank you for creating such an amazing polygon modeling application. I really enjoy using NVil, especially its modeling workflow and customization features.

I have one feature request regarding viewport navigation.

Many artists today work with multiple applications such as Blender, 3DCoat, Plasticity, Substance Painter and Unreal Engine. In order to improve workflow, many of us try to keep the same viewport navigation across all software.

Currently, Blender's navigation has become a widely adopted standard:

Middle Mouse Button = Orbit
Shift + Middle Mouse Button = Pan
Ctrl + Middle Mouse Button = Zoom
Mouse Wheel = Zoom

The biggest advantage of this layout is that the left mouse button is dedicated to selection and editing, while the middle mouse button is dedicated to camera navigation. This separation makes modeling much more efficient and reduces accidental operations.

At the moment, NVil allows assigning Rotate, Pan and Zoom to mouse buttons, but it does not appear to support modifier-based navigation combinations like Shift + MMB and Ctrl + MMB.

Would it be possible to add an optional Blender Navigation Preset, or allow users to freely customize viewport navigation modifiers?

I believe this would make it much easier for Blender and 3DCoat users to adopt NVil without changing their muscle memory.

Thank you very much for your hard work and for continuously improving NVil.
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NVILL Discussion / Feature Request: Blender-style Viewport Navigation
« Last post by Fred.f on Today at 04:15:21 pm »
Hello IStonia,

First of all, thank you for creating such an amazing polygon modeling application. I really enjoy using NVil, especially its modeling workflow and customization features.

I have one feature request regarding viewport navigation.

Many artists today work with multiple applications such as Blender, 3DCoat, Plasticity, Substance Painter and Unreal Engine. In order to improve workflow, many of us try to keep the same viewport navigation across all software.

Currently, Blender's navigation has become a widely adopted standard:

Middle Mouse Button = Orbit
Shift + Middle Mouse Button = Pan
Ctrl + Middle Mouse Button = Zoom
Mouse Wheel = Zoom

The biggest advantage of this layout is that the left mouse button is dedicated to selection and editing, while the middle mouse button is dedicated to camera navigation. This separation makes modeling much more efficient and reduces accidental operations.

At the moment, NVil allows assigning Rotate, Pan and Zoom to mouse buttons, but it does not appear to support modifier-based navigation combinations like Shift + MMB and Ctrl + MMB.

Would it be possible to add an optional Blender Navigation Preset, or allow users to freely customize viewport navigation modifiers?

I believe this would make it much easier for Blender and 3DCoat users to adopt NVil without changing their muscle memory.

Thank you very much for your hard work and for continuously improving NVil.
4
NVILL Discussion / Feature Request: Blender-style Viewport Navigation
« Last post by Fred.f on Today at 04:13:28 pm »
Hello IStonia,

First of all, thank you for creating such an amazing polygon modeling application. I really enjoy using NVil, especially its modeling workflow and customization features.

I have one feature request regarding viewport navigation.

Many artists today work with multiple applications such as Blender, 3DCoat, Plasticity, Substance Painter and Unreal Engine. In order to improve workflow, many of us try to keep the same viewport navigation across all software.

Currently, Blender's navigation has become a widely adopted standard:

Middle Mouse Button = Orbit
Shift + Middle Mouse Button = Pan
Ctrl + Middle Mouse Button = Zoom
Mouse Wheel = Zoom

The biggest advantage of this layout is that the left mouse button is dedicated to selection and editing, while the middle mouse button is dedicated to camera navigation. This separation makes modeling much more efficient and reduces accidental operations.

At the moment, NVil allows assigning Rotate, Pan and Zoom to mouse buttons, but it does not appear to support modifier-based navigation combinations like Shift + MMB and Ctrl + MMB.

Would it be possible to add an optional Blender Navigation Preset, or allow users to freely customize viewport navigation modifiers?

I believe this would make it much easier for Blender and 3DCoat users to adopt NVil without changing their muscle memory.

Thank you very much for your hard work and for continuously improving NVil.
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Yes! you are right.
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News and Updates / Nvil Update Jul 03 2026
« Last post by IStonia on July 03, 2026, 11:17:23 am »
New Update

https://digitalfossils.com/Download/NVil-Jul-03-26.zip


--Prerequisites : If the application failed to launch and SlimDX is not installed, download/install the CORRECT version(64 or 86(32-bit)) of end user runtime(for slimDX), https://www.digitalfossils.com/Download/SlimDXInstallers.rar
--For installing to run in Linux : https://github.com/ajz3d/lutris-nvil-installation-scripts

Nvil Kick-Start
https://youtu.be/mVRehG-kOQQ

Draw Mesh Kick-Start
https://youtu.be/Yb2iyj5LQoY

Summary of changes:

* Some improvements in the UV features.
  Auto UV Mapping, https://youtu.be/r3fW0XR2Wl4
  UV Gridify and Straighten, https://youtu.be/uyO4KW_tgtA
  UV Seam Edit, https://youtu.be/xtu4J0YF0Rk
* "UV Map" tool can be open in all selection modes.
* Some bug fixings.
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Feature Requests / localization file
« Last post by hjjggh on June 26, 2026, 03:01:44 pm »
For non-English speakers attempting localization, the lack of a language folder and hard-coded text indicates an issue. Please provide a separate localization file (e.g., XML).

Quote
"Vaquero
March 18, 2014, 06:56:26 pm

I'm wondering why you didn't go for a full localization file. At the moment all the text is hardcoded, and for some tools, if a user version is present, the text gets replaced.
Why not replace all text in the code with keys, which content is then loaded according to the chosen language? Additionally I always used a parsing function to determine if the key contains text or a reference to another key in another section or the default if there is none in the selected language. It's a good thing you've already written a frontend to manipulate XML data. But with the current implementation one can't localize menu items for example.
I know at this point it is a huge workload to replace all hardcoded text, which is why I do this stuff early on in a project. I still wish, you would consider it.
For some unknown reason I can't copy the helptext from the tool search, but from the tools customization.  But the "User Tool Text" just works in the tool search and not in the tool customization..."

https://digitalfossils.com/nvil-forum//index.php?topic=528.msg1987#msg1987
https://digitalfossils.com/nvil-forum//index.php?topic=2247.msg7453#msg7453
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General Discussion / Re: How to setup grid when the program starts up?
« Last post by IStonia on June 09, 2026, 11:05:27 pm »
Moving multiple lines is not available currently.
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General Discussion / Re: How to setup grid when the program starts up?
« Last post by Noobnvil on June 09, 2026, 09:31:51 pm »
Tnx.
I trying to do the car modeling tutorial.
Question on drawmesh...if I have 4 lines drawn how do I move them all at once?
I can move them one by one...I can select them all...but how to move them all?
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General Discussion / Re: How to setup grid when the program starts up?
« Last post by IStonia on June 08, 2026, 09:09:05 am »
Help > Contents > User Interface > Scene Scale.
GUI Themes, https://youtu.be/WxoyVpJpNQQ
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