1. Interactive camera. Changes to make the camera more easy to control.
I know that there are few standards in this area and the users of different apps have different expectations. But could we have the following mouse mapping.
L - rotate camera - same as now
R - zoom camera by camera space Z transform. Sometimes called a Truck as its a move not an FOV change
L,R together (a chord) for X, Y camera space translation
M - held down - same as L,R chord
M wheel - FOV change
and show the current FOV on the screen
2. Getting camera into the render templates.
extend the XML templates to allow filling with the interactive camera position and fov.
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I agree very much with (2) - it is a top priority. It is annoying having to manually fiddle with the export files to position the camera.
Point (1) it is not something I am about to change, though - personally I prefer the (L=Rotate, Wheel=Zoom, R=translate) scheme. Of course I can understand if you want to use a familiar scheme - but I think the proper way would be to make the mouse scheme user customizable through a preferences dialog - and I think there are more important unfinished features at the moment. But at some point, yes.
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Aha I see!!
My mouse doesn't seem to work the same way. :-)
its probably something to do with the system drivers (dell) but I have same issue on an HP machine I also have access to.
What I get is:
(L=Rotate, Wheel=Nothing, R=translate) Mouse wheel down and mouse motion also does nothing.
But I also have (perhaps you do too):
L,R chord = zoom (using Y motion) and camera Z rotation (using X motion).
So even if you could prevent the L,R mouse chord from mapping X motion onto camera_Z_rot - that would give me a way to easily zoom.
I wonder if anyone else has this problem ??
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I implemented the [L+R (Y move)= Zoom] because I do not have a wheel on my laptop (where Structure Synth is developed), so I haven't really tested wheel zoom for a long time. But I think you are right - it seems to be broken with an external mouse for me too :-) . I will fix this for the next version....
(Actually it seems to work, but the screen is not updated when wheel zooming, so you have to perform a rotation to see an effect).
The [L+R (X move)= Rotate Z] is intentional - otherwise only X+Y rotations would be available?
A preference dialog would surely be useful... But I'm afraid that it will be a post-"Version 1.0" feature :-)
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Specifically two aspects:
1. Interactive camera. Changes to make the camera more easy to control.
I know that there are few standards in this area and the users of different apps have different expectations. But could we have the following mouse mapping.
L - rotate camera - same as now
R - zoom camera by camera space Z transform. Sometimes called a Truck as its a move not an FOV change
L,R together (a chord) for X, Y camera space translation
M - held down - same as L,R chord
M wheel - FOV change
and show the current FOV on the screen
2. Getting camera into the render templates.
extend the XML templates to allow filling with the interactive camera position and fov.
Hi,
I agree very much with (2) - it is a top priority. It is annoying having to manually fiddle with the export files to position the camera.
Point (1) it is not something I am about to change, though - personally I prefer the (L=Rotate, Wheel=Zoom, R=translate) scheme. Of course I can understand if you want to use a familiar scheme - but I think the proper way would be to make the mouse scheme user customizable through a preferences dialog - and I think there are more important unfinished features at the moment. But at some point, yes.
Aha I see!!
My mouse doesn't seem to work the same way. :-)
its probably something to do with the system drivers (dell) but I have same issue on an HP machine I also have access to.
What I get is:
(L=Rotate, Wheel=Nothing, R=translate) Mouse wheel down and mouse motion also does nothing.
But I also have (perhaps you do too):
L,R chord = zoom (using Y motion) and camera Z rotation (using X motion).
So even if you could prevent the L,R mouse chord from mapping X motion onto camera_Z_rot - that would give me a way to easily zoom.
I wonder if anyone else has this problem ??
Hi,
I implemented the [L+R (Y move)= Zoom] because I do not have a wheel on my laptop (where Structure Synth is developed), so I haven't really tested wheel zoom for a long time. But I think you are right - it seems to be broken with an external mouse for me too :-) . I will fix this for the next version....
(Actually it seems to work, but the screen is not updated when wheel zooming, so you have to perform a rotation to see an effect).
The [L+R (X move)= Rotate Z] is intentional - otherwise only X+Y rotations would be available?
A preference dialog would surely be useful... But I'm afraid that it will be a post-"Version 1.0" feature :-)
no problem - thanks for all your efforts :-)