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Re: Viewport navigation still sucks... sorry.

Posted: Wed Mar 21, 2012 11:48 pm
by Proupin
I miss being able to rotate de camera without moving its position, sort of like moving the target point around, in an interactive way... and mostly, being able to tell where the target point is, since there is no feedback at all. Octane in its plugin form just pwns standalone in this aspect; RS could learn a lot from well stablished software, as suggested by us users...

Re: Viewport navigation still sucks... sorry.

Posted: Mon Apr 09, 2012 12:28 pm
by salvation
Proupin wrote:I miss being able to rotate de camera without moving its position, sort of like moving the target point around, in an interactive way... and mostly, being able to tell where the target point is, since there is no feedback at all. Octane in its plugin form just pwns standalone in this aspect; RS could learn a lot from well stablished software, as suggested by us users...

yes the navigation does need improvments!
in arion i can activate or deactivate orbiting mode.
in octane its painfull, if you stand in a room and want look around :-(
-> the camera should not lose the position..

Re: Viewport navigation still sucks... sorry.

Posted: Thu Apr 12, 2012 5:12 am
by roeland
There is no real way yet to look around without moving the camera. Currently a workaround is using the zoom picker tool to change the camera target.

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Roeland

Re: Viewport navigation still sucks... sorry.

Posted: Thu Apr 12, 2012 7:03 pm
by Reggie
The camera navigation has been great for me, as soon as I set the up vector to be 1 in Y. Once I did that, it never bothered me again. I didn't notice a difference between imported cameras and Octane's cameras, but I haven't had too much experience on it just yet. I also set the camera control mouse buttons in the options to match my familiar program, Maya...

...and on that note, I would not suggest emulating a camera scheme that exists in a program as antiquated (or as I would say, awful) as Blender or Lightwave, as they are both no where near the industry standard that Maya is. Maya is the industry standard in the 3D industry largely because of the quality of its camera controls and manipulators, which are absolutely perfect. If we're going to look at a 3D program for reference, it should be Maya.

I know it hurts to hear that, but the fact is that if Blender were 10% as good as Maya, XSI, Houdini or Lightwave, then it would get 10% of the 3D work available, when in reality it gets virtually none, despite its free price tag. And the main reason it has no user base is its attrocious interface, including its antiquated camera scheme.

Re: Viewport navigation still sucks... sorry.

Posted: Thu Apr 12, 2012 7:12 pm
by Reggie
roeland wrote:There is no real way yet to look around without moving the camera. Currently a workaround is using the zoom picker tool to change the camera target.

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Roeland
Maybe there could be a "look around" hotkey that will make the focal point move with a stationary camera instead of rotating the camera around a focal point. This way we could move the focal point without having to change the numbers manually, or clicking on an object in the scene. I think this would be a huge help in architectural scenes, where you essentially want to view your scene as if you're standing still and just viewing your environment in a free view form.