Change Viewport's Orbiting Axis While Sculpting I am learning how to sculpt in Blender with a Wacom tablet. I'm finding that orbiting the viewport so a plane of mesh is at an ideal angle allows comfortable and ergonomic strokes to be made with the Wacom tablet. But some planes are at such angles they are very difficult to orbit the viewport an angle to make an ergonomic sculpting stroke.

This problem would be solved if I could (on the fly) cause the viewport to rotate on a custom xyz coordinate. Additionally, it would help if I could invert the x,y,or z. axis to gain additional ergonomic angles.

How do I do this with existing features or add-on? Or how about a solution that will achieve the desired effect?

In this screenshot the middle bar of clay has a diagonal stroke going from left to right. I need to orbit the viewport so each face of each other bar of clay is perpendicular to the user to make the same kind of stroke. Making the all planes of the first and third bars of clay perpendicular to the viewer seems impossible. Therefore my question.
A workaround would be to parent a camera to an empty, as follows:



Then, in the viewport snapping settings, enable face snapping and check Align Rotation to Target.



After doing this, dragging the empty around will snap the camera perpendicular to whichever face your cursor is on.



Setting the transformation orientation to Local will allow you to transform the empty relative to its own coordinate system.



Additionally, you can enable the visibility of gizmos to be able to easily rotate the empty: