« Last post by IStonia on July 24, 2026, 08:37:04 pm »
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.
« Last post by Fred.f on July 24, 2026, 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:
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.
« Last post by Fred.f on July 24, 2026, 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:
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.
« Last post by Fred.f on July 24, 2026, 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:
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.
« 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..."