Trying to exactly adjust rotation with the mouse is frustrating - I get gimbal locked all the time (or I think thats it) - and need to frequently manually change the up vector. Ditch eulers and implement quaternion rotation
(Poll) - Camera system movement change (or am I the only 1)
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Sorry for being a little annoying, but the camera rotation should really be changed in the next releases. That's the only thing of Octane that I really dislike.
Trying to exactly adjust rotation with the mouse is frustrating - I get gimbal locked all the time (or I think thats it) - and need to frequently manually change the up vector. Ditch eulers and implement quaternion rotation
Trying to exactly adjust rotation with the mouse is frustrating - I get gimbal locked all the time (or I think thats it) - and need to frequently manually change the up vector. Ditch eulers and implement quaternion rotation
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- Jaberwocky

- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
Sounds good to me.So used to the Rotating views in max and autocad.Having full rotation and setting up of various camera positions view 1 / 2 3 etc and switching to each one to render up when they are set sounds great.
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My biggest concern has been discussed before, so just making sure this is noted: you can't pan properly, specially when looking straight up/down, because atm the pan plane always remains vertical.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Well, I like how the cam is implemented in Blender.
* picking an object moves the center of rotation to that object local center (or in Octane to the surface of mesh)
* mouse wheel moves you along the viewing vector
* panning (should be in the plane perpendicular to the viewing vector, as Proupin pointed out) also translates the center of rotation for the same amount
This is the 'trackball' behavior in Blender.
I actually don't care from which program the cam behavior is imitated, just get rid of gimbal lock or "hidden walls"
* picking an object moves the center of rotation to that object local center (or in Octane to the surface of mesh)
* mouse wheel moves you along the viewing vector
* panning (should be in the plane perpendicular to the viewing vector, as Proupin pointed out) also translates the center of rotation for the same amount
This is the 'trackball' behavior in Blender.
I actually don't care from which program the cam behavior is imitated, just get rid of gimbal lock or "hidden walls"
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
I think there are times when camera movement system works really ok, but maybe it would be really usefull implementing some other methods aswell.
setting camera movement buttons in preferences would be really nice (with alternative set aswell as some users use keyboards only and some keys+mouse)
i was also thinking about easy navigating camera around targeting object (considering there is already option in renderer for DOF selection by pointing object)
something like camera orbiting around selected object, with camera always pointing toward that one. mousewheel for zooming in and out (actually moving to object or getting away from it). using CTRL (or selected key in prefs)+clicking other object to get new focused object wich will become new Orbiting target.
maybe something like putting small icons to see in wich mode of camera mode you are and maybe using selected key to switch between two modes or more if there will be other option aswell (maybe TAB key for that like blender is using to enter into edit mode and out of it - in this case, to get normal camera moving mode or orbiting mode )
this is just rought idea from my side. also english is not my primary language so bear with all mistakes i made
setting camera movement buttons in preferences would be really nice (with alternative set aswell as some users use keyboards only and some keys+mouse)
i was also thinking about easy navigating camera around targeting object (considering there is already option in renderer for DOF selection by pointing object)
something like camera orbiting around selected object, with camera always pointing toward that one. mousewheel for zooming in and out (actually moving to object or getting away from it). using CTRL (or selected key in prefs)+clicking other object to get new focused object wich will become new Orbiting target.
maybe something like putting small icons to see in wich mode of camera mode you are and maybe using selected key to switch between two modes or more if there will be other option aswell (maybe TAB key for that like blender is using to enter into edit mode and out of it - in this case, to get normal camera moving mode or orbiting mode )
this is just rought idea from my side. also english is not my primary language so bear with all mistakes i made
I always use the turntable method of viewing in blender and it's by far my favorite as my view doesn't get all wonky while I'm spinning around.
but I like the ability to rotate freely as much as I choose so I'm not restricted to a 180 rotation, If I make something, and I want to rotate so that everything is upside down, i should be able to.
This is my biggest issue.
As for the slider scales, I wish they were a bit more user friendly as well, for example if i wanted to rotate... vertically 180 degrees around the center point, and horizontally 720 degrees ( just tossing numbers out there that will probably come in to play as animation becomes available in octane ).
I would also like to be able to change the rotation control point from center point, to the camera itself, and be able to switch between the two freely. This would let me rotate the camera around focusing on a control point and/or rotate it around from wherever the camera is, simply looking up and down and left and right ( like a first person shooter view sort of thing ).
Dave
I BEG YOU, if you change it, don't get rid of a turn table type of movement, just change that turn table to not be restricted with it's rotation, and add on other forms as well
but I like the ability to rotate freely as much as I choose so I'm not restricted to a 180 rotation, If I make something, and I want to rotate so that everything is upside down, i should be able to.
This is my biggest issue.
As for the slider scales, I wish they were a bit more user friendly as well, for example if i wanted to rotate... vertically 180 degrees around the center point, and horizontally 720 degrees ( just tossing numbers out there that will probably come in to play as animation becomes available in octane ).
I would also like to be able to change the rotation control point from center point, to the camera itself, and be able to switch between the two freely. This would let me rotate the camera around focusing on a control point and/or rotate it around from wherever the camera is, simply looking up and down and left and right ( like a first person shooter view sort of thing ).
Dave
I BEG YOU, if you change it, don't get rid of a turn table type of movement, just change that turn table to not be restricted with it's rotation, and add on other forms as well
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!