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View Full Version : Bodypaint viewport rotation driving me insane


leigh
04-02-2007, 04:17 PM
I am hoping that there is a solution to this problem.

Being primarily a Maya user, I always use reverse orbit when using Bodypaint, because it feels more familiar to me. However, regardless of this, I find it incredibly frustrating the way the orbit works in general.

It's difficult to explain in words, but basically what's driving me crazy is this - the way the viewport always tends to orbit around world co-ordinates, instead of around the cursor. Does this make sense? Basically, I find it okay to orbit around the object when it's facing upwards on the Y axis, but when I essentially spin the object around to work on the bottom part of it (so basically when I am working on the object upside-down), the orbit becomes reversed. I can't really think of any other way to explain this so I hope this makes sense.

Is there an option somewhere to change this? I am using Bodypaint 10. I want the orbiting to be like in Maya - where the orbit stays the same around your selection, regardless of whether you're above the object or below it. If there are any other Maya users here, hopefully they will understand what I mean by this.

This crazy navigation is making it very difficult for me to paint. I guess I could flip the object itself around but surely there must be a way to change this interaction?

Any advice would be great.

Per-Anders
04-02-2007, 04:54 PM
There is a preference, Edit->Preferences->Document->Camera Rotation->Center

Rotation in C4D/Bodypaint by default works around the selection, changing the orbit to center makes it orbit around the center of the screen by default (same as Maya/XSI).

leigh
04-02-2007, 04:58 PM
Thanks for the reply, Per. I already have it set to that, but it doesn't solve the issue - which is basically that if you flip the viewport so that the object is basically upside down, the orbit becomes reversed too. This is what I am finding frustrating.

Per-Anders
04-02-2007, 05:38 PM
Ah sorry, no, it's not possible currently, (well not without a bit of either COFFEE or C++ coding), the navigation gets backwards once you go accross the y axis itself i'm afraid, you could just rotate the model to work on the underside if you want (if you want to make that quicker you can just open up a script manager and make these three scripts, then assign them a keyboard shortcutm or just drag & drop their icons into the layout somewhere as buttons) op#ID_BASEOBJECT_ROTATION:VECTOR_X += PI05;op#ID_BASEOBJECT_ROTATION:VECTOR_Y += PI05;op#ID_BASEOBJECT_ROTATION:VECTOR_Z += PI05; one for each axis, it'll just spin the object 90 degrees in a keypress for speed's sake.

leigh
04-02-2007, 06:20 PM
That seems like a fantastic solution, Per. Thanks a million :thumbsup:

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