guys,
naviagation is awfull...
camera is always going lost, have to reset camera everytime... things desappear from camera view.. etc... headaches...
why dont you guys do it like blender... you know how blender works and its great..
please , this is so stressing...
Viewport navigation still sucks... sorry.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
I agree completely about the camera navigation
btw, please don't create a new thread for every little thing that bugs you - it spams the forums.
There is a current version testing thread, where you can post bugs and collect all your small suggestions in one post.

btw, please don't create a new thread for every little thing that bugs you - it spams the forums.
There is a current version testing thread, where you can post bugs and collect all your small suggestions in one post.
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
The current camera rotation implementation (euler angles?) is limited, regardless of export options. Consider this procedure on a blank scene:
Now to compare how the camera behaves in Blender, for example - you can rotate around an object 360 degrees any amount times without hitting any walls or shifting panning axes. You can rotate, pan & zoom anywhere without loosing degrees of freedom. The camera rotation in Blender is implemented with quaternions = no gimbal lock.
Rendering in Octane is all about finding the right POV, not exporting it from the 3Dapp - so this crippled camera behavior should really go away.
Now to compare how the camera behaves in Blender, for example - you can rotate around an object 360 degrees any amount times without hitting any walls or shifting panning axes. You can rotate, pan & zoom anywhere without loosing degrees of freedom. The camera rotation in Blender is implemented with quaternions = no gimbal lock.
Rendering in Octane is all about finding the right POV, not exporting it from the 3Dapp - so this crippled camera behavior should really go away.
Last edited by matej on Sun Mar 27, 2011 10:22 am, edited 1 time in total.
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
even with that issue solved in the future, i think the camera system would greatly benefit from a shortcut that would slow down camera movement by a factor of 10. (Holding down Shift while dragging for instance).
it's close to impossible to tweak the camera within octane to get that perfect angle atm. don't get me wrong. i'd usually set my framing within my 3d app. nevertheless, i'd love to be able to tweak my camera angle within octane to catch that reflection sweet-spot. things i can't know from my 3d app.
...and sorry for the bit of thread-hijacking here.
it's close to impossible to tweak the camera within octane to get that perfect angle atm. don't get me wrong. i'd usually set my framing within my 3d app. nevertheless, i'd love to be able to tweak my camera angle within octane to catch that reflection sweet-spot. things i can't know from my 3d app.
...and sorry for the bit of thread-hijacking here.
Windows7, QuadCore, 8GB RAM, GeForce 480, Cinema4D R12
Couldn't be worse then Arions navigation 

Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
Radiance, these camera issues have nothing to do with how the scene is imported, unless all of the scenes in the Demo Suite are incorrectly imported. They all have the same issue.
Are there any plans to fix this? Have you never used the Blender program before? It has an ideal camera control.
Thanks, and I hope acknowledge this issue.
-kedmond
Are there any plans to fix this? Have you never used the Blender program before? It has an ideal camera control.
Thanks, and I hope acknowledge this issue.
-kedmond
Win 7 64-bit | 2 X Geforce GTX295 | Core i7 3930k, 6 X 3.2GHz | 16GB
I often noticed (and I said it in the past) that the camera is very hard to control when its location is close to the center of the scene. At this location, the camera is almost unresponsive and behave like stuck in a tar puddle !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
If you want to move the camera around in a scene it is often necessary to change the camera target point. Use the zoom picking mode to set the point on an object you want to have in view. If you rotate the camera it rotates around this point, and zooming will move the camera towards this point.
--
Roeland
--
Roeland