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Camera drag handle bug/feature

Posted: Wed Oct 07, 2015 9:40 am
by Jakob Ryngen
Hello,
Previously using Lightwave I was very content with how the camera movements were there i.e. move xyz and rotate xyz (very simple!). I am not very satisfied with SketchUp dito so I am trying to move the camera in Studio instead. However as move the camera using the drag handles it the window immediately starts to zoom and rotating sometimes does not work at all. You have to do all movement with numbers which is a bit to awkward. Is this a feature than can easily be fixed in Maxwell or is it a bug?
Best,
Jakob Ryngen

Re: Camera drag handle bug/feature

Posted: Sat Oct 17, 2015 1:30 am
by Igor Posavec
Hello Jakob

I can confirm this.
I have this all time - i open in MaxwellStudio a new Top Viewport and then try to move the camera. As soon as i touch it, it jumps in some position near to the world center, and i have ot press twice undo to bring it back. THe only way is to save the scene and reload MaxwellStudio. Very ugly solution.

This happens since version 3.

Windows 10, Windows 7, Nvidia 660, latest drivers, IntelCPU.

thanks
best regards

Re: Camera drag handle bug/feature

Posted: Tue Nov 24, 2015 10:08 am
by Jakob Ryngen
But this is really lame... we just bought 10 licenses and the people at my job are very angry with this "feature" and SketchUp is just no good for camera movements. I had hoped that this would be fixed in 3.2 but apparently not. Is there no good solution to this other than to move things in another program?

Re: Camera drag handle bug/feature

Posted: Tue Nov 24, 2015 10:29 am
by seghier
i always created clone of cameras because that happened

Re: Camera drag handle bug/feature

Posted: Tue Nov 24, 2015 10:30 am
by Jakob Ryngen
I do the same and make sure it is locked. But still... why can't the camera work as smoth as in Lightwave? (SketchUp camera sucks...)

Re: Camera drag handle bug/feature

Posted: Fri Nov 27, 2015 1:36 am
by Mihai
Maybe I'm misunderstanding something but why not look through the camera, and then move it to where you want using Alt plus mouse buttons? You have also the Shift and Ctrl modifier keys to do things like roll or to move the camera more slowly. All these combos are listed on this page, under the Navigation chapter:

http://support.nextlimit.com/display/mx ... Navigation

Re: Camera drag handle bug/feature

Posted: Fri Dec 04, 2015 10:49 pm
by Igor Posavec
Mihai wrote:Maybe I'm misunderstanding something but why not look through the camera, and then move it to where you want using Alt plus mouse buttons? You have also the Shift and Ctrl modifier keys to do things like roll or to move the camera more slowly.
Because i want to Position precisely the camera in the top or front view on a exact Position in the space. It is crucial for the production to position the camera on the vertex of a box, or 2,332 cm left from a wheel in the 3d watch model or simply because i want to move the camera in the architecture model in the same way as i am doing it in any other 3d application, without panning around in a very approximate way in the viewport. MaxwellStudio is not the Unreal Game engine where you play and fly around with a camera giving a damn about precision :) .

Re: Camera drag handle bug/feature

Posted: Sat Dec 05, 2015 10:53 am
by Mihai
I tried to move both the camera and camera target from both perspective and top viewport and it seems to be working ok. Is this with a camera created in a 3D app and then exported to MXS, or is it with a camera created in Studio? If you have a scene where this keeps happening please share it.
or 2,332 cm left from a wheel in the 3d watch model
I'm not sure how you would first of all measure 2.332cm from a certain object in Studio since there are no measurement tools. Secondly how could you ever be so precise by manually moving a camera or the camera target? You actually have much more precision by looking through the camera and moving it using the Alt+Ctrl modifier for slower more precise movement compared to Alt only. You can't do that by moving the handles of the camera or its targets because the movement is always coarse (as if moving the camera with Alt only when looking through it), and would have to resort to the numerics anyway.
Because i want to Position precisely the camera in the top or front view on a exact Position in the space.
Again, seems to me this would be much faster accomplished using the numerics compared to trying to fiddle with the camera handles....

Another tool to speed up the placement of the camera is to select an object you want to be of interest and press C on your keyboard to move the camera to that object and center it in view.

Yet another modifier you can use when looking through the camera is Shift, so Alt+Shift and left mouse button allows you to move the camera around its own axis, effectively moving the camera target instead.