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Live Viewer Navigation: Cursor Mode

Posted: Thu Mar 17, 2022 1:49 pm
by fLuppster
So in Cinema 4D there are various modes for navigating in the viewport (image attached). For me Center Mode doesn't make too much sense. Since it always rotates around the center of the viewport, it is hard to navigate very precisely. I love the Curser Mode where the center of the rotation is always the point where your cursor is at.

Unfortunately the Live Viewer is also using the Center Mode. Is it possible to add a Cursor Mode for the Live Viewer? Would be so great. :)

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Mar 17, 2022 3:11 pm
by OlyDarko
Definitely a "must have"! This would be so much easier to navigate. <3

Re: Live Viewer Navigation: Cursor Mode

Posted: Fri Mar 18, 2022 5:07 pm
by aoktar
It's working on cursor mode actually. But seems like not working well for most cases

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 8:41 am
by fLuppster
Yep. Would be nice to have a curser mode like in the viewport.

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 9:11 am
by aoktar
fLuppster wrote:Yep. Would be nice to have a curser mode like in the viewport.
I've fixed that for next build.

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 1:07 pm
by SSmolak
Is there way to avoid such badly situation where we have object invisible to camera but it is still visible to LV navigation system ? If this object is placed in front of camera there is no way to propely navigation.

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 1:41 pm
by aoktar
SSmolak wrote:Is there way to avoid such badly situation where we have object invisible to camera but it is still visible to LV navigation system ? If this object is placed in front of camera there is no way to propely navigation.
What kind of unvisibility are you talking about?

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 1:47 pm
by SSmolak
aoktar wrote:
SSmolak wrote:Is there way to avoid such badly situation where we have object invisible to camera but it is still visible to LV navigation system ? If this object is placed in front of camera there is no way to propely navigation.
What kind of unvisibility are you talking about?
Every type - by Octane object tag or material opacity 0% - this object is still visible to LV in the terms of navigation. If this object is a big invisible plate ( only for reflections ) between object and camera - there is no way to navigation because LV cursor mode is driven by this unvisible object on the front of camera.

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 10:34 pm
by aoktar
aoktar wrote:
fLuppster wrote:Yep. Would be nice to have a curser mode like in the viewport.
I've fixed that for next build.
Check this
viewtopic.php?f=85&t=79494

Re: Live Viewer Navigation: Cursor Mode

Posted: Thu Apr 07, 2022 10:36 pm
by aoktar
SSmolak wrote:
aoktar wrote:
SSmolak wrote:Is there way to avoid such badly situation where we have object invisible to camera but it is still visible to LV navigation system ? If this object is placed in front of camera there is no way to propely navigation.
What kind of unvisibility are you talking about?
Every type - by Octane object tag or material opacity 0% - this object is still visible to LV in the terms of navigation. If this object is a big invisible plate ( only for reflections ) between object and camera - there is no way to navigation because LV cursor mode is driven by this unvisible object on the front of camera.
it's not unvisible to picker alghoritms. First hit point is still on nearest triangle. Only way is to check the picked face's material and see if there's a simple opacity input with %0. But it will work for some simple cases, not for textured inputs.