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Viewport navigation still sucks... sorry.

Posted: Wed Mar 23, 2011 1:47 pm
by giorgiomartini
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...

Re: Viewport navigation still sucks... sorry.

Posted: Wed Mar 23, 2011 3:45 pm
by matej
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.

Re: Viewport navigation still sucks... sorry.

Posted: Fri Mar 25, 2011 1:14 pm
by Affenmann
The camera navigation is awful with an exported camera only. This might have something to do with a fixed target point in the scene. Choose export only inside blender, fire up octane and load the mesh. This solved the problem for me :D

Re: Viewport navigation still sucks... sorry.

Posted: Sun Mar 27, 2011 3:08 am
by radiance
camera navigation issues are usually due to incorrect import options, incorrect scene scale etc...
we need some specifics, maybe a little test scene that shows the issue.

Radiance

Re: Viewport navigation still sucks... sorry.

Posted: Sun Mar 27, 2011 10:17 am
by matej
The current camera rotation implementation (euler angles?) is limited, regardless of export options. Consider this procedure on a blank scene:
oct-cam-rot.jpg
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.

Re: Viewport navigation still sucks... sorry.

Posted: Sun Mar 27, 2011 10:21 am
by colin
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.

Re: Viewport navigation still sucks... sorry.

Posted: Sun Mar 27, 2011 1:29 pm
by radiant
Couldn't be worse then Arions navigation :geek:

Re: Viewport navigation still sucks... sorry.

Posted: Tue Mar 20, 2012 3:19 pm
by kedmond
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

Re: Viewport navigation still sucks... sorry.

Posted: Tue Mar 20, 2012 7:14 pm
by ROUBAL
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 !

Re: Viewport navigation still sucks... sorry.

Posted: Wed Mar 21, 2012 10:50 pm
by roeland
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