# Navigating your finalised Blender model

Open `blender/house_finalised.blend`. Prepared in Blender 5.2 LTS. Texture images are packed into the file. Units are metric: 1 Blender unit = 1 metre.

## Start with the three saved scenes

Use the Scene selector in Blender's top bar (the field displaying the current scene name):

- **01 Interiors - final design**: complete rooms, lighting and the named room cameras. Opens at the new living-from-dining-exit camera.
- **02 Floorplan - scaled top view**: orthographic furnished plan with overall dimensions.
- **03 Floorplan - 3D cutaway**: an open-roof overview you can orbit around.

After switching scenes, choose **View > Cameras > Active Camera** inside the 3D viewport, or press **Numpad 0**, to see its saved composition. The plan scenes have their upper geometry hidden deliberately. Return to the Interiors scene for room views.

## Move around with a mouse

Keep the pointer over the 3D viewport when using shortcuts.

| Action | Control |
|---|---|
| Orbit around the model | Drag the middle mouse button / scroll wheel |
| Pan sideways or vertically | Shift + middle-mouse drag |
| Zoom | Scroll wheel |
| Focus on an object | Select it, then View > Frame Selected (Numpad decimal) |
| Top view | View > Viewpoint > Top (Numpad 7) |
| Camera view on/off | View > Cameras > Active Camera (Numpad 0) |

For easy exploration, start in the 3D cutaway scene, leave camera view, and orbit. Use **View > Frame Selected** on a floor or furniture object if you lose your bearings. The axis gizmo and zoom/pan icons in the viewport's upper-right corner also work without a numeric keypad.

[Official Blender navigation reference](https://docs.blender.org/manual/en/5.2/editors/3dview/navigate/navigation.html).

## Walk through the flat

In the Interiors scene, leave camera view first so you do not move a saved render camera. Choose **View > Navigation > Walk Navigation** (or use F3 / Fn-F3 and search for “Walk Navigation”). Move the mouse to look around; use **W/A/S/D** to move. **Q/E** move down/up when gravity is off. Left-click confirms the position; **Esc** cancels. Start from a room view rather than outside the flat.

[Official Blender walk-navigation reference](https://docs.blender.org/manual/en/3.1/editors/3dview/navigate/walk_fly.html).

## Jump to a saved room view

In the Interiors scene, expand **15 Cameras** in the Outliner at the right. Select a camera, move your pointer back over the viewport and choose **View > Cameras > Set Active Object as Camera** (**Ctrl + Numpad 0**). This activates the existing camera without relocating it.

| Image pair | Camera in the Interiors scene |
|---|---|
| 01 Living / dining | 03 Living to study |
| 02 Study / lounge | V6 Study lounge |
| 03 Study desk | 09 Desk OLED and motorised base |
| 04 Master bedroom | 07 Master L-window and settee |
| 05 Spare bedroom | V6 Spare bedroom |
| 06 Common bathroom | 10 Common bath ochre and angled cubicle |
| 07 Master bathroom vanity | V6 Master vanity |
| 08 Master bathroom shower | 11 Master bath full-width shower |
| 09 Kitchen / yard | V6 Kitchen yard |
| 10 Entryway | V6 Entryway |
| 11 Living from dining exit | V6 Living from dining exit |

Choose **Render > Render Image** (F12 / Fn-F12) for a full render. For interactive exploration, **Z > Material Preview** is quicker than Rendered shading. **Z > Solid** is faster again.

[Official Blender camera reference](https://docs.blender.org/manual/en/latest/editors/3dview/navigate/camera_view.html).

## Partitions, measuring and editing

- Set the Timeline's current frame to **1** for closed partitions. **60** shows the study panels stacked at the shelter, the master shower sliding door open and the common cubicle door swung inward.
- Select an object and press **N > Item** to inspect dimensions. Rotated or grouped objects can have bounding-box dimensions; the confirmed dimensions are also listed in `verification.json`.
- The generated photographs are design references. The metric Blender model and scaled 2D sheet are the sources for layout and size.
- Earlier modelling placeholders remain hidden for reversibility. Avoid “unhide everything,” which would bring them back. Use the prepared scenes instead.
- The floorplan scenes share mesh/material data with Interiors but have separate presentation objects. Edit furniture positions in Interiors; the saved plan scenes are finalised snapshots and need corresponding updates after later layout edits.
- Use **File > Save As** to create an editing copy before experimenting. Keep **Lock Camera to View** off when browsing so the approved camera positions stay stable.


## Mirrored decorative door

In the interiors scene, select `V7 SHELTER DOOR — change open_angle_degrees` in the Outliner. Under Object Properties → Custom Properties, set `open_angle_degrees` between 0 and 90 to preview the decorative leaf opening. The inset mirror and recessed finger pull move together. Return to 0 for closed-door renders. The actual shelter door is separate behind the decorative carpentry.
