Zoom limits reached - can't work in milimeters

I work with models for 3d prints.
It is really hard to work in proper scale.
Working in meters results in very hard to read the volume values

When setting centimeters or milimeters in the Scene Units

Results, that 3d Slicers get stl’s in super small scale.
Working in real scale (my object is 700 x 700 x 1400 mm) I can’t get closer than 2 mm.
Large GIF (1050x906)
Any idea how get around it?

have you tried pressing number pad 0 (center selected object) once you have that … whatever that tiny thing is selected? most of the time that “resets” the camera for me allowing me to zoom in closer (or further)

note you can also reduce your clip start smaller than 0.1… not sure if that’d help, but at least that’ll keep that from wonking out when you can finally zoom in more. :slight_smile:

Unfortunately it doesn’t help. I have already tried it all: Frame all, smaller clipping. But my camera stops at the certain level and further scrolling makes no effect…

Frame all wont fix the range if you have large objects. The zoom range is determined by all objects size then. Use frame selected. Try triggering it via Menu-View-Frame Selected if you have a small element to select.

Otherwise try adding a separate object scale that REALLY down (best place it at your area of interest), select just that in the outliner and do a “Frame Selected” on it.

I look normal. blender 3.6.6

Can you try to open my file and zoom closely to the “zoom-fail” vertex group?


Dropbox dowload link to: zoom-fail.blend

It looks normal.
Open the attachment.

zoom-fail.blend (239.1 KB)

If you still have problems, try initializing your blender or try a different version of it.

If you go into edit mode, select a single vertex and recenter the camera with numpad . (period) that should help. I have also done a fair bit of work at mm scale and it’s a little challenging, but certainly possible.

If you change the Clip Start End … then you can zoom even deeper… (i cut the edge to a very small amount)

Use Ctrl+Middle mouse to dolly, not the scroll wheel. They do very different things and the scroll wheel is limited.

Hey All. Thanks you for suggestions. I already tried them all.
But I finally came to conclusion, we are reaching to the limits of the blender itself.
I have even changed to the newest super fresh, newborn blender 4.0 relese :slight_smile: and the old problem persisted…
Large GIF (1322x808)

How do you think i did my example… ?? Ohh wait… i told everyone… :person_shrugging:

I think @obsurveyor is on the right track here. It’s that old dolly issue. In my case it is ctrl shift mmbutton (not wheel)


numpad period and all other workarounds will reset the distance between viewfinder and camera limit. In this case it is also a very tiny model. (I’d parent scale it up to work conveniently but that depends on the rest of the scene of course)

Still using the scroll wheel instead of Ctrl+Middle Mouse to dolly. When you use the scroll wheel to zoom, you’re artificially changing the FOV of the camera or something, you’re not actually moving it. You move it with Dolly.

Blender definitely has issues working in the mm units because it does things you don’t really expect. Just work in meters and export with a scale 0.01 if you have to go to another software. It’s just a label when it comes to model size but it does weird stuff with like the View Clip and elsewhere in Blender that runs into floating point issues and isn’t that intuitive.

not sure if I understand you correctly. This is what happens here with zoom vs dolly.
(ctrl + wheel doesn’t do anything at all for me even with factory defaults) FOV is never touched

I’ve never tested it when the viewport camera is attached to a real camera like in your video.

Apparently things work even more differently when you attach the viewport camera to a real camera object, but that’s not what he’s doing in this situation anyway so I don’t see the relevance.

I also can’t explain why your hotkeys are different, perhaps you’re using the Industry Standard map because Ctrl+Middle Mouse click messes with the FOV when viewing through the camera object for me with the default keymap:

I’m only using Ctrl+Middle Mouse click & drag here, sorry, I don’t have that neat shortcut key thing, need to find it.

weird. maybe it’s an OS thing? I tested with 3.6, 4.0 both default and industry standard keymap but only on linux for now. in your clip you have camera to view disabled on the left though which will zoom the viewport as a whole, including cam border. So maybe we are just talking about different things here.

Getting off track here but yeah, I forgot just looking through the camera doesn’t “attach” it and you have to check that checkbox.

and @sphericall:

No its not changing the fov. Its rather the way the view matrix is determined. With zoom you change the view distance. which runs to a minimum of zero, but its clamped somewhere earlier than 0. If you “frame selected” on a face and zoom in the view location will be the center of the face. The view distance can be set up in a range depending on the size of the “element” in focus, but its limited somewhere aswell. Using dolly doesnt change the view distance. It alters the view location instead. So zooming no longer zooms to the correct place, but you can get your object of interest nearer to the camera plane, as you place it somewhere between the camera plane and the view location implicitly ( Still the near camera clip distance has to be small enough)

This is the solution I would use also, but keep in mind once you change this to zoom in further to fix what you need to, when you zoom out your scene may look odd so don’t forget to change it back to something close to the original setting.

Hope this help.

Cheers!