chris said it better than me... like if there needed to be a certain keypress to move along z in combination with large increments, itd prbably work On Sun, May 3, 2009 at 11:04 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > I typically work in a 3d space from isometric or perspective. If you can > somehow figure out how to make mouse y + up and - down move along the x,y > plane and ignore z unless a modifier key is pressed like ctrl, that would be > terrific > > Sent from my BlackBerry > > ------------------------------ > *From*: Alan Wolfe > *Date*: Sun, 3 May 2009 19:56:36 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] 3d editors and our editor > > 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. >