[project1dev] Re: 3d editors and our editor

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 23:02:07 -0400

3d programs use 4 screens because theres no way to really gain proper
perspective in one window.  like if you just have 1 window, it may LOOK
right but its just a trick of the camera and things arent really aligned...
that said, i think things on the Z dont have to be precise or maybe theres a
way we can tile it, etc.   to make it work... like if theres large
incremental steps that are up and down...

sorry if that doesnt make sense

On Sun, May 3, 2009 at 10:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Hey Guys,
> Ok so I'm workin on the level editor and hit a snag in figuring out the
> interface.
> How it works right now:
> #1) If you hold the right mouse button down, you move around just like the
> free camera... IE mouse look + WASD to fly around in 3d space
> #2) if you let get of the right mouse button you can click on a model to
> select it, which shows information about it and also displays 3 axis' on it
> (ie X,Y,Z).
> #3) You can click and drag an axis arrow to move the object.  Dragging the
> mouse arrow up increases the position on that axis, dragging it down
> decreases the position on that axis.
> Ok so #3 is really wonky... and that's why i wanted to talk to you guys and
> see what you think, especially the artists who have used various 3d editing
> programs.
> Trying to figure out what movement of the mouse in 2d space equates to what
> kind of movement in 3d space along an axis is kinda tough.
> What i was thinking might be better than #3 is maybe...
> If you click on the X or Y axis arrow, the camera spins around so you are
> viewing the model directly from above and then you can move the object
> around from that overhead view.  If you click the Z axis it spins the camera
> to the front so you can move it up and down.
> That's still kind of wonky...
> I've seen a few 3d editors (including the unreal level editor and actually
> milkshape too) where the screen is seperated into 4 screens.
> #1) Overhead view
> #2) Side View
> #3) Other side view
> #4) realistic rendered preview
> Anyone ever see a prorgram work well with a single viewport?  Or anyone
> have any ideas to do so?
> We could do the split viewport thing but if there's a decent way where we
> don't have to, it would be nice to do cause it would be easier / quicker to
> get done.

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