[Bf-committers] GSoC intentions: non-traditional devices

Seppo Tukiainen stuman at windowslive.com
Fri Apr 2 23:37:12 CEST 2010


 

There is support in 2.49, and it is working quite well, but

one problem there is (at least in Windows build 2.49a):

 

An irritating problem with in Edit Mode. 
The turtable and rotation around selection are selected in the settings. When I select something (vertex, edge or face) and rotate 3d-view with space navigator the rotation center is not in selection center. Instead, the rotation center is in unpredictable place and if zoom ratio is large enough 3d-view loses selection in sigth. 
Everything works in Object Mode. 


Also, as Matt sayed, in 2.5 functions of spacenavigator can have more possibilities.

One thing I'm looking forward to have is ability to use spacenavicator as in the backround

controller that works even the other commands are active. For exaple: thinking of that mesh can be rotated

simultaneously with applying 'Loop subdivide' command.

And working seamlesly together with tablet pen.

 

br: Seppo

 
> Date: Thu, 1 Apr 2010 07:39:07 +1100
> From: matt at mke3.net
> To: bf-committers at blender.org
> Subject: Re: [Bf-committers] GSoC intentions: non-traditional devices
> 
> On Thu, Apr 1, 2010 at 6:34 AM, Mike Erwin <significant.bit at gmail.com> wrote:
> > I found
> > several posts over the years about the BF working with 3D Connexion on
> > SpaceNavigator support, but also found some confusion about plugins
> > and whether or not these devices work out of the box or need a special
> > build.
> 
> Hi,
> 
> Spacenavigator support is in 2.49, you need to get a plugin to put in
> a folder under your blender dir to make it work. Support in 2.49 was
> ok, but quite limited due to the old events system. 2.5 is much better
> in this regard, the new event system/keymaps have lots of exciting
> possibilities to do some very cool things with the spacenavigator, but
> it's just not implemented yet.
> 
> I looked at doing this myself a little while ago on OS X, but got
> stuck since blender is now using 64bit/cocoa on OS X, and I was having
> trouble re-compiling the plugin to work on that system. Plugin aside
> though, putting spacenavigator support back shouldn't be too
> difficult, you just need to insert the events generated by it, similar
> to how tablet events work, and then key maps and other code in Blender
> can get those values.
> 
> This would be really great to get back in 2.5, however it may be a
> little small for a GSoC. Maybe if combined with something else it
> might be better, i.e. some really good UI design/implementation about
> how to integrate it throughout with Blender's tools and take it to the
> next level?
> 
> cheers
> 
> Matt
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