[Bf-committers] NDOF -- new commit

Ettore Pasquini ettore_pasquini at 3dconnexion.com
Mon Jul 30 20:03:07 CEST 2007


On 7/29/07 2:11 PM, "Jean-Luc Peurière" <jlp at nerim.net> wrote:

> 
> Le 29 juil. 07 à 22:11, Martin Poirier a écrit :
> 
>> Also, the axis mapping where a bit unintuitive.
>> Panning left/right worked as expected, but up/down was
>> mapped to pushing/pulling on the controller. I was
>> expecting the controller to act as if it was "sitting"
>> on the screen, so left/right pan left/right and
>> forward/backward pan up/down (with pushing/pulling
>> would control the zoom). Maybe it's just me though,
>> but I'd really appreciate if the axis could be
>> remapped.

There are 2 main conventions: yours (device sitting on the screen) and the
CAD way (device base perpendicular to the screen), difference being the zoom
and Y axis are swapped. You can choose your personal preference in the Pref
Pane/Control Panel of the 3Dconnexion driver. The application must be
completely unaware of your particular settings though. The driver takes care
of swapping the axes values according to your settings.


> I think that 2D windows should be supported too.
>  will look into adding that after object transform
> and sculpt mode is done.

Yes, I agree that 2D windows movements are a secondary priority. I can also
add that our devices are not really meant for 2D usage... Although
new/unexpected applications are always interesting. :-)


> 
> Is the button setup, one for mode cycle, one for dominant, ok ?

That's nice - I believe we could also do something more but it would be
probably like venturing into forbidden lands... We could have blender
specific functions inside our control panel "Buttons" tab, similarly to what
we did with Google Sketchup. For example, we could have a  "Fit" function,
or Side/Top/Front/etc views selectors and so on. The plugin could handle
these changes, I suppose. Then the user could map the functions he prefers
to the buttons.

Ettore



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