[Papervision3D] Model Viewer updates

John Grden neoriley at gmail.com
Wed Jan 3 12:11:52 EST 2007


well, right now, with SWHX as a wrapper, I've been able to capture right
click events without the annoying context menu being displayed - that means
I have the ability to either us it for camera control (like Maya) if a key
is pressed or show a context menu if that key is not pressed.

thoughts on this kind of control?  I had put those sliders in so someone
could take note of exactly what focus/zoom/z the camera was using, but I'm
thinking that if I just put in textfields like 3DS uses and let the mouse do
the large movements - that might be better?

On 1/3/07, Yaakov Albietz <yalbietz at gmail.com> wrote:
>
> I sometimes build 3d models by mapping images to the xz, yx or yx planes
> first as references. it works best if the images are laid on top of the grid
> and it's possible to adjust the transparency, scale and position of the
> image. But that's for model building, which I don't think we're getting to
> any time soon... :-) So now I'm thinking more about what would be useful for
> object placement/arrangement and scaling.
>
> I agree that more than one planar grid would be disconcerting. Now that I
> think about it more, the boxes are going to overlap with each other and
> it'll be impossible to get good spacial references out of them. I only
> really used the top, left and right views for positioning and scaling when I
> couldn't get things to position or scale properly in the 3d perspective. I
> think that this is really an issue with the x/y/z axis "move arrow handles"
> that objects get. It's just maddening trying to move an object along an
> angle using the arrow handles, so it was much faster to use a combination of
> the other views. But it is really inefficient, especially if you have to
> move something along more than one axis.
>
> I remembered that Homeworld 2 had an interesting 3d interface/control
> scheme. I'm just brainstorming that a similar interface would be really good
> to use to set up 3d environments, or models with multiple elements for use
> in papervision. I took a screen shot to show you. Basically, to place
> objects in 3d space, with an object selected, you click once with the right
> mouse button which creates a circle along the xz axis to indicating your
> selection along that axis, then to move your selection along the yx axis you
> hold the shift key and move the mouse up or down. Letting go of the shift
> key keeps that selection and goes back to selecting your movement along the
> xz axis. In the game, holding down the right mouse key rotated the 3d
> perspective around the current "focus" object. focus objects were selected
> by selecting an object and pushing the "F" key. The scheme worked well, but
> the developers didn't properly implement the "right-click held down"
> rotation when the shift key was also held down, which really irritated me.
>
>
> On 1/3/07, Jon Bradley <jbradley at postcentral.com> wrote:
> >
> > They are, but in Maya it's disorienting to work in a single view with
> > multiple grids. I've found over the years that using multiple views
> > is much quicker and more effective since you don't have to rotate
> > around to see what your object looks like from different perspectives.
> >
> > That's just my 0.02 though. :)
> >
> > cheers,
> >
> > jon
> >
> > On Jan 3, 2007, at 10:01 AM, Yaakov Albietz wrote:
> >
> > > even though maya and 3dsmax don't do it by default, it would be
> > > nice to be able to check a box to enable a yx axis planar grid
> > > also. grids are just really helpful for 3d modeling.
> >
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