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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Feb 2006
Posts: 2
| view orientation
I might be alone, but I struggle with a few things: 1.) Can't get the view I like because I'm restricted as to rotation. 2.) Can't frame a 3 or 4 polygon area easily (frame selected responds to objects, not the selected face). If there could be options to be able to do this, I'd be MUCH more comfortable in the 3d space. I'll admit, I haven't mastered the "custom workplane with camera enabled", but it doesn't help me much for viewing. I request: * unrestricted camera rotation (as option in preferences?) * frame selected that works with edges or faces or points * face selected that works with a face or average of chosen faces |
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| | #2 (permalink) |
| Polygurbs ![]() |
Sometimes, instead of rotating the camera it pays to just rotate the model instead so you can see it from whatever position you like. It would be good to free the camera rotation completely though without any constraint, but not necessary. Be nice also to be able to insert additional cameras so you can work on tight areas and see whats going on "outside" your model at the same time and might be especially useful with a dual monitor setup. Not quite sure what you mean by faces and edges though and how exactly that relates, can you clear that up a bit more? |
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| | #3 (permalink) |
| Vertex ![]() Join Date: Feb 2006
Posts: 2
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Thanks Couerl, I've recently resorted to model rotation. I'm having troubles working in tight. For example, I am currently working on the paw of a dog. I'm changing the polgon flow so the thing is less blob and more paw. To do this, I need to zoom in and get unrestricted rotation. As it is, I have problems making sure (1) camera is pointed at the right poly/direction and (2) I don't get the 'flip' effect as I (local) rotate it. To state my requests more clearly * Don't flip after 180deg rotation. * Make the "frame selected" frame a single polygon (face) if that is all that is selected. * Create a command to Make the view/camera perpendicular to a selected face. (rotation allowed above, below, and to sides). |
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| | #4 (permalink) |
| Vertex ![]() Join Date: Apr 2006 Location: California
Posts: 12
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I just started trying out the Hexagon 1.2 demo today and came to this forum to find an answer to the problems you have pointed out. I currently use XSI, but am interested in Silo 2 and Hexagon 2 for their sculpting tools. Is there any word on if the camera rotation and "frame selected" will change for the release of Hexagon 2? I understand that I could compensate by rotating the object instead, but wouldn't I run into issues with my image plane alignment? So far I am liking Hexagon, but the camera rotation (dolly) restrictions make a huge impact on my modeling workflow. Perhaps with more effort I will get used to it, but it is a low point for what otherwise looks like an amazing tool. |
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| | #6 (permalink) |
| Vertex ![]() Join Date: Apr 2006 Location: California
Posts: 12
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Okay, maybe what I was encountering yesterday was a bug. When I was rotating (dolly) the camera over or under my model the Camera would start spinning around unpredictably when I reached the point directly over or under the object. Today as I model it seems to react in a predictable manner and the camera is not spinning around. I still cannot smoothly and freely rotate directly over and under the model, but at least the camera is not spinning all over the place. Much easier to work this way. |
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