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回報翻譯問題
That will make your camera perfectly level with the horizon.
Also, in that properties tab by the rotation fields there is a lock icon, if you lock the x and y rotations then you won't be able to accidently un-level the camera when you rotate it in the viewport. You can still change those values by typing in the rotation fields though. You might want to leave z unlocked so you can spin the camera around, rotating around z only won't cause your camera to go unlevel.
Screenshot of the properties tab below. Hit 'n' and you can find the same rotation fields in the right side panel that pops up.
https://steamcommunity.com/id/1039741023748920341324/images/?appid=767
Thanks for the response. Problem is, that's only affecting a camera. I'm talking about the default perspective view (which isn't a selectable camera), and doesn't have a properties tab. I found a hotkey (Shift + Numpad 4 or 6) which rolls the camera in selected increments. Problem is, this doesn't level out at zero.
This happens to me too when I drag the camera around a lot while working. Basically, I'll shift+middle-click and drag around for convenience and afterwards that gets the camera offset while orbiting the cursor.
I also tend to use the grave-accent/tilde key a lot more to navigate around, since we have those orbit-menus in 2.8x now.
I'm testing things right now, what you seem to be suggesting doesn't work for me. It centers on cursor, but if I've got the viewport camera (not the camera object) rotated this "center view to cursor" doesn't seem to be undoing the rotation.
Edit: Screenshot demonstrating the rotation I think OP is talking about.
https://steamcommunity.com/sharedfiles/filedetails/?id=1996078848
If there is some other reason you are trying to get it "completely horizontal", you might be trying to solve the wrong problem.
Edit: That fly mode and walk (or FPS) mode doesn't reset the rotation.
OP, just navigate with the numpad or similar view-controllers if you want symmetry in your navigation-viewer. The navigator isn't rolled in the screenshot, it's just not perfectly aligned with any particular axis.
1. Your camera orbit method is set to Trackball instead of Turntable. This shouldn't be the case in a fresh Blender install, but to make sure that's not the reason click on Edit -> Preferences -> Navigation. It's the first settign right at the top.
2. Your camera axis will be off if you align the camera locally with an object. That happens when you select an object and press the Numpad camera keys while holding Shift. If your camera is off, you can reset it by using just the Numpad keys without Shift, as the other posters have suggested.
Edit: Again, to clarify, your camera is NOT skewed or tilted in any way. This is the way it is supposed to work. You are looking at the wrong "line", the red line is NOT the horizon.
Think of the red line as a straight street on the ground, going from left to right. Unless you look at it perfectly perpendicularly, it will not be a horizontal line, even if your camera is perfectly leveled.
Basically the phenomena that I am experiencing is when I am looking directly down the x or y axis in perspective view. The horizon stays rolled slightly to the left. I managed to solve the issue by rotating my camera out of one of the locked views (ie. front, top, side, etc.)
Now when I am orbiting in perspective, the horizon line falls "flat" along the horizontal axis like so:
https://imgur.com/a/ZaeFPYj
Thanks
It's a matter of perspective. Imagine trying to look at an object while your head is slightly tilted to one side. Objects that should be lying flat or parallel to the ground become skewed and seem to be off of alignment (when in reality they aren't, my head is just crooked).
I understand how the object should look as I rotate around it, and if it doesn't lie flat as I cross over an axes, then the object looks off. Also in a very basic sense, as I rotate around an object to the left, the slope of each line increases. The opposite is true as I rotate to the right. However, the way it was behaving made it never level out.
I hope that makes sense. Luckily I figured it out (although I don't know why it was off in the first place).
The camera was indeed rolled for whatever reason. Even in perspective view, as I cross an axes, the opposite axis should lie perpendicular (or "flat"). One axis always remains fixed at a given angle regardless of where I place the vanishing point. The problem was, in my example, the cubes sides weren't lying perfectly vertical, they were skewed off of 90 degrees.