[Bf-committers] new dependencies for (spacenav / ndof / 3D mouse) support

Daniel Salazar - 3Developer.com zanqdo at gmail.com
Mon Jul 25 00:42:39 CEST 2011


I don't know what are they smoking to expect this behavior, it's
impossible! in fly mode it works fine tough, I really hope this isn't
the default. I expect it to work like the old test program (cube) in
the drivers

Daniel Salazar
3Developer.com



On Sun, Jul 24, 2011 at 4:38 PM, Mike Erwin <significant.bit at gmail.com> wrote:
> Daniel Salazar:
>> Mike I managed to get it working! but it's unusable. seems that all
>> axis are inverted
>
> Testers seem to be split on this issue, so let me explain and offer a
> workaround.The orbit modes are implemented as "target camera" rather
> than "object" mode. In other words, you're controlling the viewpoint,
> not the thing being viewed. Think of the viewpoint moving with the
> knob instead of the object going the wrong way. This is consistent
> with the way fly mode works. Shift-F over to that and tell me what you
> think. Please also try the 2D navigation (either image/uv or one of
> the "flat" quad views) and let me know if those feel wrong to you
> also. If after a few days of practice you are still annoyed with the
> way it works, we can look for a solution.
>
> A quick alternative is to put something like this into /etc/spnavrc
>
> # blender needs to do its own dead-zone filtering
> dead-zone = 0
>
> # any combination of {x,y,z} for each of these:
> invert-rot = xy
> invert-trans = yz
>
>
> For general interest, here is what others had to say so far.
>
> Jesper Schwachöfer:
>> Rotating and zooming around the object is much better than it used
>> to be. And for this turntable style moving, the fit button is perfect,
>> setting the rotational center was sometimes really buggy in the old
>> version.
>
> Kevin Cozens:
>> Up/Down doesn't seem to work. Forward/backward zooms in and out
>> as expected. All other axis (left/right, yaw, pitch, roll) are operating
>> opposite to expectations. For example, I rotate the knob clockwise
>> and object rotates counter-clockwise.
>
> Kyle Goddard:
>> No, it does exactly what I expected. Not confused for a second
>> about which way it would go when I do *this*. Fly mode is so much
>> better with this, I haven't used fly in years because it would zoom
>> past where I wanted. I'll have to practice, but yeah the directions
>> seem to be right.
>
> The internal testers at 3Dconnexion would have alerted me or Nathan if
> anything was seriously wrong with this implementation. They have
> brought up other things, but not this, so they *are* paying attention.
> The issue can be solved with some combination of practice and user
> settings. I tend to lean toward practice + good behavior with default
> settings.
>
> Please continue to send any feedback this way!
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
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