Rotate Relative To View Buggy?

2020. 2. 9. 22:04카테고리 없음

Let's do some competitor analysis then. Other applications:. Slic3r has menu items for 'Rotate around X', 'Rotate around Y', 'Rotate around Z'.

This brings up a pop-up where a user can input one angle, then press OK to apply. Simplify3D has a transformation dialogue where users can apply X, Y and Z rotation at the same time. This applies X first, then Y, then Z, which gives some weird results if you modify Z first and then X, because the X rotation is now in the Y direction. That's the problem that awhiemstra has in mind if I understood the spirit behind his post correctly.

Rotate relative to view buggy for sale

Blender has a hotkey R where you can type 'R90' to rotate 90 degrees around the axis determined by the current camera position in relation to the model. The '90' is not in any visible text box and there is no button or even a real way to discover this. This is why people hate Blender. CloudCompare allows the user to enter an axis to rotate around and an angle. It also has an Apply button.

AutoCAD allows the user to enter a number while rotating just like Blender, but they have a text box that appears next to the cursor while you're rotating so that you can actually see what you're typing. I'd say that my preference goes for a solution similar to AutoCAD where the user can enter a number while the rotation is going on. But since we require the user to hold the mouse button while rotating it could be a bit more difficult to use for Cura users. In Blender you can see the angle at the bottom left. Or in the Properties Editor you can see the fields for each axis (if you don't see that, the visibility can be toggled with N). If you just use R, indeed that rotates from the viewpoint, which can rotate the model around all three axes at the same time, as can be seen in the Properties Editor.

Re: Help, In Adobe Reader: Won't save the Rotated view patrickd54358913 Jul 19, 2016 5:37 PM ( in response to Test Screen Name ) Yes I see I must click on the thumbnail view, select pages to rotate then do so.

But you can also specify the axis after the R, eg RX40 (also indicated at the bottom left). Oh, and you can also first select an axis by choosing a viewpoint along that axis with NumPad 1, 3 or 7 and then just use R. That way you can see the grid behind it for reference (in orthogonal view; Num5). All this can be done without ever touching the mouse. This is why I love Blender (well, one of the reasons). (An important reason some people hate Blender is propably the steep learning curve that makes them miss elementary stuff like this.).

Yeah, but the info about Blender was wrong, so I corrected it. And it's the most informative presentation, giving both the total angle from the viewpoint and the separate orthogonal angles. (Update: to see the former you might have to press T.) However, having this info next to the object in a floating box might indeed be handier. But being able to permanently see the cumulative rotation is also handy. For example, in Blender if you first press RX10 and then RX5, at the bottom left you see the current rotation (5°) and in the top right (yes, too far apart) the cumulative rotation (15°).

How many text boxes can one want?:) By OT do you mean On of Off Topic?:) I'd say On, unless it's about adopting shortkeys across the board. Without that, with every separate item, the input method should also be addressed. And I am an extremely strong supporter of using as many shortkeys as possible. RSI can really ruin one's life (once you have it it's a constant struggle for the rest of your life).

Just my 2cts: Consistency matters! Therefore, the 'rotate' control should work like the 'move' control: Open the panel when clicking - with 3 boxes for numbers, Do the action rotation) after number has been punched and 'tab' key has been hit or the input box is left otherwise. Thus, the commands will be observed sequentially and no mess will occur. The numerical control will not do anything else than the graphical input does at the moment.

And the user does not have to get familiar with different behaviours in moving and rotating. That's my concern as well but it's something we discussed this morning as a team and felt we wanted to go ahead and implement it anyway. We also felt something like a ±90º button sort of defeated the purpose since the whole reason we want this is to lay something at 22.5º or whatever. Ok, not the whole reason, but enough new utility to justify adding new UI elements. Luke is on vacation right now but we plan to build a basic implementation and confer with him when he's back how we can differentiate its behavior from absolute transforms. One that comes to mind is how it's done in 3dsMax: have a toggle to switch between absolute or relative type-in mode, perhaps this could exist for position, rotation, and scale, but simply be greyed out on 'relative' for rotate mode so that it's clear it's functioning as intended, and that at least for now it's not possible to type in the absolute rotation values. We'll see about that in the future.

As I said, I'm reading through trimesh today as well as some other resources we pulled up. I'm also looking at how this is handled in the very robust Three.js library which I have a ton of experience with. Now, I know this thread is old, but I had hoped this function existed so I tried to Google a way to add it. But if this is not viable currently, then perhaps a way to improve the current system is do what Meshmixer does - a graphically represented 5-degree increment snapping wheel that you aim for with your mouse so the rotation isn't that ruled by the object or how your camera is set currently. I constantly find myself overshooting by 30-40 degrees if my hand twitches and I'm not looking at the object from the side. I love Cura, but the lack of proper rotation control is beyond frustrating.

Rotate Relative To View Buggy For Sale

Jump to:, The view point is the center of the render window. It is the point the camera is looking at. Left mouse button: Holding the left button allows one to rotate the displayed object around the view point of the camera. Depending on what options have been selected in the Render menu the default view point will change. Example: With 'Draw Axes' enabled in the menu the default view point is the axes so the default center of rotation is the drawn axes.

Middle mouse button: Holding the middle button allows one to move the camera up, down, left, or right. The camera's view point remains stationary relative to the camera. In other words the left mouse button will rotate the object around this new location. Double-leftclick will return the camera (and view point) to its default location without altering any rotations you have done. Scroll wheel: Zoom in or out by moving the camera toward or away from the view point.

The view point doesn't change. One can't zoom in beyond the view point. Double-leftclick will return the camera (and view point) to its default location without altering any rotations you have done. Note: The 'Walk' camera will alter the above controls' behavior (see below).

Cameras: Changing (or reselecting) the camera will reset the view. The camera location will change to show the entire object and any enabled options. The view point will be centered on the object or the options chosen (i.e. 'Draw Axes').

Top F5 - A top down view. Positive X axis is toward the right. Positive Y axis is toward the top. Positive Z axis is toward the camera.

Front F6 - A 'from behind' view if the object faces the positive Y axis. Positive X axis is toward the right. Positive Y axis is away from the camera. Positive Z axis is toward the top.

Side F7 - A 'left side' view if the object faces the positive Y axis. Positive X axis is away from the camera. Positive Y axis is toward the left. Positive Z axis is toward the top. Walk F8 - This is a special camera for 'walking' around the object.

It starts located in the center of whatever is being rendered facing the positive Y axis. The camera controls are altered: Left mouse button - rotates the camera's view. The object itself is not rotated. Middle mouse button - moves the camera up, down, left, or right.

The camera's view point remains stationary relative to the camera. Double-leftclick does nothing. The camera won't return to its default location. Press F8 (reselect the 'Walk camera from the Render menu) to reset it.

Scroll wheel - moves the camera forward or back. The view point moves with the camera. The amount of forward/backward movement is much greater than with zooming as this is meant to move the camera around, not zoom the view. Double-leftclick does nothing. The camera won't return to its default location. Press F8 (reselect the 'Walk' camera from the Render menu) to reset it.

Perspective F9 - This is a modifier for the other cameras. It is a toggle. Toggling it will return the camera (and view point) to its default location without altering any rotations you have done. I don't have the vocabulary to accurately explain what this does, but I will try. It has something to do with how depth-of-field can distort an object based on the perspective (the position of the camera relative an object). Things look best to me with it enabled so I just leave it that way and forget about it.

To see for yourself what it does pick an object with height and details. A Greek support column won't show the difference well because it's more or less a pole. Greaves (armored pants) work if details vary as height does (shin guards, knee guards, thigh guards, etc.). Details need to be in the mesh not just the color map (texture). Rotate the object so it's viewed from below but not directly under.

If the object is greaves it would be like they were about to step on the camera. Toggle the Perspective option. The parts closer to the camera look narrower than they should, while the parts further look wider.