Interesting, thats actually pretty rad. Thanks (: On Sun, May 3, 2009 at 8:06 PM, eric drewes <figarus@xxxxxxxxx> wrote: > 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. >> > >