3d Connexion Space Pilot pro and standalone bad solved

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cfrank78
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z is at -6.5 meters, x at -5.6 meters, y at -2.7 meters, whereas your objects are about 30 centimeters in front of the camera.
Where did you get those values from? I modeled the scene in mm and imported the OBJ in mm too. Why meters? I did nothing else than reset the szene and the zoom in with the 3d mouse!

But ok i checked it again. I opened the szene. Target is 0,0,0 - position is x0 y0 z10

I take the target picker the values change at target to : x0,19 - y 0,1 - z 0.11
After that i zoom in: values: x 0.13 - y 0.5 - z-8.6

I reused the picker and values are then: x 0.19 - y 0.13 - z 0.19
Position after zoom was x.0.005 - y -0.02 and z 1.26

So its obviously you move also the point of interrest!

Handling of the mouse is absolutely no difference between this method and the other. Not better and not worse. Exactly the same!

Kind regards Chris!
cfrank78
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hey, i was just trying to help. if you set the target from meters away, only to move a lot closer after that again (which sets the target off again) - it's your turn.
I know that and i really appreciate your help. But i did what you advised me and it still is liek in the video! So - if i am doing something wrong - what is it? I made the video - also used the picker in the video. Have the new beta driver....madeled in mm, imported in mm, texture scaling works correct - whats the error in my szene and why does it not work?

If you think i am hars, thats not my intention. Just my english is so bad and i dont know find the right words :-P!

Chris!
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t_3
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cfrank78 wrote:
z is at -6.5 meters, x at -5.6 meters, y at -2.7 meters, whereas your objects are about 30 centimeters in front of the camera.
Where did you get those values from? I modeled the scene in mm and imported the OBJ in mm too. Why meters? I did nothing else than reset the szene and the zoom in with the 3d mouse!
your video at 3:02.

the base unit in octane is meters, no matter what you modeled your scene in. thus all lengths in octane are always set & shown in meters...
The obvious is that which is never seen until someone expresses it simply

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t_3
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cfrank78 wrote:I know that and i really appreciate your help. But i did what you advised me and it still is liek in the video! So - if i am doing something wrong - what is it? I made the video - also used the picker in the video. Have the new beta driver....madeled in mm, imported in mm, texture scaling works correct - whats the error in my szene and why does it not work?
the problem with this is, that it is hard to tell and to judge. it depends on a bunch of things in and apart from octane, also on "how it feels" and personal expectations. what actually came into my mind when i saw the rings is, that it might be in general more difficult to navigate around tiny objects than it is with much larger objects. my scenes are always in a range of several meters, and if my assumption is true (i don't know), this might be not easily to solve (for you).
cfrank78 wrote:If you think i am hars, thats not my intention. Just my english is so bad and i dont know find the right words :-P!
Chris!
ok, it was just after seeing "bad" some times, i did get a little un-calmed to :oops: i also have a very personal viewpoint on what is to be called "professional" and what or why not, and in general i just hate that word, because it is imo really meaningless for quite a lot things in todays world ;)
The obvious is that which is never seen until someone expresses it simply

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face
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The problem is that the most programs use there units only for visualation.
Internal, a 1 is a 1, whatever your unit is. This can be 1m, 1cm, 1mm etc...

When you export your model as obj, the application uses this internal values.
As example, your model has a point which has the coordinates 270mm, 120mm, 23mm. The exported obj uses the internal values so that you become 270, 120, 23.
Octane interpret this values as meters, so you model will be oversized. Thats why Octane has the option to set the unit to the unit on which you have create your model.

face
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cfrank78
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Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

The problem is that the most programs use there units only for visualation.
Internal, a 1 is a 1, whatever your unit is. This can be 1m, 1cm, 1mm etc...

When you export your model as obj, the application uses this internal values.
As example, your model has a point which has the coordinates 270mm, 120mm, 23mm. The exported obj uses the internal values so that you become 270, 120, 23.
Octane interpret this values as meters, so you model will be oversized. Thats why Octane has the option to set the unit to the unit on which you have create your model.

face
Hi Face!

Hope your not angry at me anymore :-)

You are right! When i import meters the values are set to 1 and if i import in mm they are set to 0.001 .

What i found out is, that, if you are in the thinlens tab, where the position is shown the values behave different when moving with the mouse, than with the 3d mouse. For exaple: when i zoom in with the mouse, to be exact with the middle mouse wheel, the scale factor changes. When i zoom with the 3D Mouse this value does not change, but the positioning values change different than with the mouse!

I made another quick video for you to show what i mean!

At first i move with the mouse. The scale changes. Then i move with the 3D mouse and the scale oes not change anymore!

Maybe thats the problem of octane? I dont know why but the navigation in Octane makes me crazy :-P

Chris!

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t_3
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cfrank78 wrote:At first i move with the mouse. The scale changes. Then i move with the 3D mouse and the scale oes not change anymore!

Maybe thats the problem of octane? I dont know why but the navigation in Octane makes me crazy :-P
this at least sounds a bit like it was not intended - i don't know. i'm in a hurry at the moment and can't try it myself, but will do this later...

ps: just to make this clear, i'm no otoy staff member. the "octane render team" badge + green user name means forum mod...
The obvious is that which is never seen until someone expresses it simply

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roeland
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From the video it seems Octane and Rhino just interpret the input differently. In Octane the input of your 3D-mouse moves and rotates the camera, while in Rhino I think it moves the object around. The effect of twisting the 3D-mouse is orbiting around the object in Rhino, while in Octane it will rotate the camera.

The navigation in Rhino is better fit to look at an object from different angles, while in Octane it is better fit for walking around in a scene.

--
Roeland
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necko77
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Then if we think logically,
Octane should have both modes available cos sometimes you fly over buildings and sometimes you model rings and jewelry.
Simply, just like in archicad....you can choose camera fly or orbit around object (target) with you 3d mouse....
This is nedded option but what i need more is octane 1.2 :)

This solution would make everybody happy
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cfrank78
Licensed Customer
Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

From the video it seems Octane and Rhino just interpret the input differently. In Octane the input of your 3D-mouse moves and rotates the camera, while in Rhino I think it moves the object around. The effect of twisting the 3D-mouse is orbiting around the object in Rhino, while in Octane it will rotate the camera.

The navigation in Rhino is better fit to look at an object from different angles, while in Octane it is better fit for walking around in a scene.

--
Roeland
What i dont understand - for example 3ds Max! You can choose camera mode, Objects mode and so on. The Behaviour of the 3d mouse changes - yes, but it is allways usable and easy to navigate. So even if i use the Camera Mode in 3ds it is great. The navigation in Octane instead is wheter it is a Camera mode or a Oject Cam........in my opinion very unhandy and not very intuitive and at least........slow!

Its not a bad thing. For rendering purposes i use the mouse now and for a final placement the 3d mouse just to get the angle what i cannot get with the standart mouse. But this is, in my opinion, a point that should some developers look at. Maybe some day we will get it fixed :-)

But to be honest - other things are more important, like i wrote in my 3DS 3D mouse thread!

Kind regards Chris!
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