[project1dev] Re: 3d editors and our editor

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sun, 3 May 2009 20:31:18 -0700

What do you guys think of...

#1 - You can click and drag a model around, when you move it, it stays on
the same horizontal plane (ie keeps the same z value like we were talking
about)
#2 - if you hold control, dragging becomes an up and down movement.

and also...

#1 - keep the x,y,z arrows like they are now for moving if you want to go
that route (mostly keeping them for the next points)
#2 - have a button that cycles beteen those arrows doing translation,
rotation and scaling so the same arrows can be used for the other functions
as well.

Think that would work ok?

On Sun, May 3, 2009 at 8:23 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> Oh, and everything "snapped" to a grid. So really great for building
> overall levels, terrible for putting in smaller details.
>
>
>
>
>
> On Sun, May 3, 2009 at 10:19 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:
>
>> The best 3d editor I have used had Y and Z on the mouse, when you held in
>> the ctrl key it switched to X.
>>
>> Y axis being used with horizontal movements, Z axis for vertical.
>>
>> On Sun, May 3, 2009 at 10:09 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> 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.
>>>>>
>>>>
>>>>
>>>
>>
>

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