[Bf-funboard] general comments and funcionality improvement suggestions

Bol Bib bollebib at hotmail.com
Tue Mar 27 14:31:03 CEST 2012


Hello and thank you very much for replying ^^

I call it "snap back" but it's actually more of a 'jumpcut' sort of thing. 


 I'll talk you through the steps I take for a real use scenario:


I'm in animating stage of my work process(but doesn't matter which process you are in really...),and I just want to animate and look at how everything will look in the camera,. 
So I push '0' and I get the camera view. I move stuff around, I zoom in/zoom out,move the 3D view up/down,but remain in camera view mode (so no rotation of the 3Dview).


Then I want to animate some detail which for whatever reason doesn't quite work from the camera view (for example:the object I want to animate is behind the object ) 
so I'd have to rotate to get a better view of the bone/object,right?
But when you try to rotate the viewport/3D view when you are IN Camera mode and you have done several operations with the 3D view (zoomed in/out, moved 3Dview...)
as soon as you rotate the view you snap back to where the camera phyiscly is,in the scene,and any zoom or move you had,is gone,and you have to re-zoom en re-move your viewport to where you were working on.
This can be could annoying when having to to lots of small tweaks to an animation or a model or a scene. 




-So in short this is how blender now acts:



press 0 ->move and zoom 3D view a bit->when trying to rotate=> JUMPCUT to where camera really is ,and only then normal 3Dview behaviour (which is not wanted behaviour.)

-THis is what I would like



press 0 ->move and zoom 3D View a bit->when trying to rotate=> Just normal 3D view behaviour, the Camera contour/passepartout just disappears without the need for a jump






Of course this problem is not such a problem if you use different 3D views at once (so you can have a dedicated camera view viewport),
but this greatly reduces screen estate and not every one has multiple monitors,or a huge one to make up for that.

 When repressing '0' ,apparently the camera view still remembers those view translations,which is good. But this issue make me lose quite a bit of time because of needing to re-zoom and/re-move the viewport every time I rotate out of the camera view




-to recap:  I just want the camera view to behave like any other 3D viewport,in that when you rotate the view,it just rotates like a 3D view. You DO in fact LEAVE the camera view (as it is now),but leave it WITHOUT any jumps in the viewport. 

The "lock camera to view "mode make the 3D view behave like a normal viewport but it ACTUALLY moves the camera. So you would have to reposition your camera if you did this,which is no solution to my problem.


Does anyone NEED that kind of snapback/jumpcut? If they do,then make my "solution" ,if you deem it just, an option. If they don't, well maybe this could/should be default behaviour?



I hope this is clear ,now,if you have any more questions I'd be happy to answer them.






Incidentally,are my other "issues" in that huge "wishlist"(and in the second one) clear? Am I just being an entitled bastard? (very possibly...) Or are some points worthy of being considered? 
I just wish to complete some workparadigms the people at blender obviously had in mind, and extend them to the whole program (like the filters,Follow Context...),
as opposed to only here and there (like in some cases right now) and propose some ideas to make blender even more awesome then it is. 
I do not think I'm asking for very difficult stuff (like bmesh or cycles or a pony XD) but ,in my opinion, stuff that would make lots of people's workflow much more enjoyable,quick and organised (like filters, hiding of UI elements...) 

Except perhaps number 10 (LINK BONES and their respective keyframes) this one might be a bit too much (but would be very usefull though) for a simple patch.



Would you prefer it if I make a new mail for every issue I have ,or is bundling them like that okay? 
Should I wait a bit before posting new ones? Or can I post them whenever? I don't want to exageratewith lots of posts, but  I'm just very passionate about user comfort in programs. (and Blender is the best one yet ,but could be even better!)





Kind regards



Steven


> Date: Tue, 27 Mar 2012 11:36:09 +1100
> From: ideasman42 at gmail.com
> To: bf-funboard at blender.org
> Subject: Re: [Bf-funboard] general comments and funcionality improvement	suggestions
> 
> > 1. looking out of the camera ,from which I animate, if I try to rotate the view, going OUT of said camera mode,I always get a violent snap back to the camera,regardless of where I was zooming with the camera. While I know this is logical behaviour,it is not functional behaviour. While animating one zooms ,rotates, and moves on the fly while adjusting bones and objects. The snapback I experience makes me have to re-frame and re-zoom back to where I was everytime.
> >
> > There IS the lock camera to view mode, which has good functionality but it actually moves the camera ,and at this point in the animation,I actually DONT want the camera to move.
> >
> > To recap,when I am in camera view mode,i just want the viewport to behave like a viewport and not snap back everyime.
> 
> Hi. I read this a couple of times but cant follow it - you dont want
> the camera to move but also dont want 'snap back' -
> could you explain in detail how you think it could work better?
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