3D Viewport Gets Stuck with NDOF Controls #93729

Closed
opened 2021-12-06 02:34:17 +01:00 by Kyle Mecklem · 13 comments

{F12695085}System Information
Operating system: Linux-5.4.0-91-lowlatency-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44

Blender Version
Worked: Blender 3.01 Alpha

Short description of error
It appears that the original problem of getting the 3D view port stuck has been fixed. The view port can now be moved around in 3D space and does not become permanently stuck.

However, the symptoms of the problem have not disappeared entirely. When using the 3DConnexion 3D mouse, the 3D view port can be moved left, right, up, down, yaw clock and counter clock-wise, etc. without issues. But, when the view port is moved forward (like a train on a track), Blender appears to treat this action the same as zooming in. Because the view port does not support infinite zooming, it will slow down its movement and eventually stop once it reaches its zoom-in limit. Similarly, when using the 3D mouse, the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way. The only way to move the view port again is to move it backwards (aka zoom out) a reasonable distance.

This behavior can be seen by using the 3D mouse to move forward until it stops on its own, then pressing NumPad 7, NumPad 1, or Numpad 3. The view port will align to the corresponding axis as expected, but at a fully zoomed-in distance.

This forward-as-zoom behavior makes perfect sense when navigating a two-dimensional plane (e.g. Node Editor), since there is only left, right, up, and down. The notion of forward and backward can be nothing other than zoom in and zoom out, respectively. But, in a three-dimensional space, the need to move unimpeded on the extra axis has merit.
Exact steps for others to reproduce the error

  1. Open a new Blender Document (File > New > General)
  2. With NDOF (e.g. 3DConnexion 3D mouse), use the 3D mouse to orbit around either the X or Y axis (move in a circular motion around the red or green axis lines).
  3. After 1-3 orbits, the 3D view port stops moving on the X, Y, or Z axis (track or dolly). However, the view port can continue to pan and tilt.
{[F12695085](https://archive.blender.org/developer/F12695085/Screenshot_2021-12-05_17-27-56.png)}**System Information** Operating system: Linux-5.4.0-91-lowlatency-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 **Blender Version** Worked: Blender 3.01 Alpha **Short description of error** It appears that the original problem of getting the 3D view port stuck has been fixed. The view port can now be moved around in 3D space and does not become permanently stuck. However, the symptoms of the problem have not disappeared entirely. When using the 3DConnexion 3D mouse, the 3D view port can be moved left, right, up, down, yaw clock and counter clock-wise, etc. without issues. But, when the view port is moved forward (like a train on a track), Blender appears to treat this action the same as zooming in. Because the view port does not support infinite zooming, it will slow down its movement and eventually stop once it reaches its zoom-in limit. Similarly, when using the 3D mouse, the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way. The only way to move the view port again is to move it backwards (aka zoom out) a reasonable distance. This behavior can be seen by using the 3D mouse to move forward until it stops on its own, then pressing NumPad 7, NumPad 1, or Numpad 3. The view port will align to the corresponding axis as expected, but at a fully zoomed-in distance. This forward-as-zoom behavior makes perfect sense when navigating a two-dimensional plane (e.g. Node Editor), since there is only left, right, up, and down. The notion of forward and backward can be nothing other than zoom in and zoom out, respectively. But, in a three-dimensional space, the need to move unimpeded on the extra axis has merit. **Exact steps for others to reproduce the error** 1. Open a new Blender Document (File > New > General) 2. With NDOF (e.g. 3DConnexion 3D mouse), use the 3D mouse to orbit around either the X or Y axis (move in a circular motion around the red or green axis lines). 3. After 1-3 orbits, the 3D view port stops moving on the X, Y, or Z axis (track or dolly). However, the view port can continue to pan and tilt.
Author

Added subscriber: @kylemecklem

Added subscriber: @kylemecklem

Added subscriber: @iss

Added subscriber: @iss

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

Sorry for late response, Is this still an issue? can you check with latest alpha from https://builder.blender.org/download/daily/?

Sorry for late response, Is this still an issue? can you check with latest alpha from https://builder.blender.org/download/daily/?
Author

Blender Version
Worked: Blender 3.01 Alpha

Short description of error
It appears that the original problem of getting the 3D view port stuck has been fixed. The view port can now be moved around in 3D space and does not become permanently stuck.

However, the symptoms of the problem have not disappeared entirely. When using the 3DConnexion 3D mouse, the 3D view port can be moved left, right, up, down, yaw clock and counter clock-wise, etc. without issues. But, when the view port is moved forward (like a train on a track), Blender appears to treat this action the same as zooming in. Because the view port does not support infinite zooming, it will slow down its movement and eventually stop once it reaches its zoom-in limit. Similarly, when using the 3D mouse, the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way. The only way to move the view port again is to move it backwards (aka zoom out) a reasonable distance.

This behavior can be seen by using the 3D mouse to move forward until it stops on its own, then pressing NumPad 7, NumPad 1, or Numpad 3. The view port will align to the corresponding axis as expected, but at a fully zoomed-in distance.

This forward-as-zoom behavior makes perfect sense when navigating a two-dimensional plane (e.g. Node Editor), since there is only left, right, up, and down. The notion of forward and backward can be nothing other than zoom in and zoom out, respectively. But, in a three-dimensional space, the need to move unimpeded on the extra axis has merit.

**Blender Version** Worked: Blender 3.01 Alpha **Short description of error** It appears that the original problem of getting the 3D view port stuck has been fixed. The view port can now be moved around in 3D space and does not become permanently stuck. However, the symptoms of the problem have not disappeared entirely. When using the 3DConnexion 3D mouse, the 3D view port can be moved left, right, up, down, yaw clock and counter clock-wise, etc. without issues. But, when the view port is moved forward (like a train on a track), Blender appears to treat this action the same as zooming in. Because the view port does not support infinite zooming, it will slow down its movement and eventually stop once it reaches its zoom-in limit. Similarly, when using the 3D mouse, the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way. The only way to move the view port again is to move it backwards (aka zoom out) a reasonable distance. This behavior can be seen by using the 3D mouse to move forward until it stops on its own, then pressing NumPad 7, NumPad 1, or Numpad 3. The view port will align to the corresponding axis as expected, but at a fully zoomed-in distance. This forward-as-zoom behavior makes perfect sense when navigating a two-dimensional plane (e.g. Node Editor), since there is only left, right, up, and down. The notion of forward and backward can be nothing other than zoom in and zoom out, respectively. But, in a three-dimensional space, the need to move unimpeded on the extra axis has merit.

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Sorry, forgot to change status here. That said, I don't have hardware to check. Will update description though

Sorry, forgot to change status here. That said, I don't have hardware to check. Will update description though
Member

Added subscriber: @PratikPB2123

Added subscriber: @PratikPB2123
Member

the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way

Hi, there is a report already complaining the same- #93273 (Zoom stops at certain level and won't go further)
Can you check if that's the case? (that report ain't about zooming with 3D mouse so it could be different issue than yours)
Campbell has made some commits to improve 3D mouse usability so please check again on latest development builds (3.2): https://builder.blender.org/download/daily/

> the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way Hi, there is a report already complaining the same- #93273 (Zoom stops at certain level and won't go further) Can you check if that's the case? (that report ain't about zooming with 3D mouse so it could be different issue than yours) Campbell has made some commits to improve 3D mouse usability so please check again on latest development builds (3.2): https://builder.blender.org/download/daily/
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Author

Hello. I took a look at the report you listed (#93273). However, this appears to be unrelated, because:

  • The other user's problem was specifically with zoom, and occurs with (or without) a 3DConnexion 3D mouse.
  • The other user's chief complain was the inability to zoom in further, whereas this bug was about getting "stuck" in space when using the 3DConnexion 3D mouse.
  • The original problem specified in this ticket has since been fixed, whereas the problem specified in the other ticket persists.

At this time I would recommend this ticket be closed. This bug has since been fixed. At the most, I believe, additional work on this issue would constitute as a feature request instead of a bug.

Hello. I took a look at the report you listed (#93273). However, this appears to be unrelated, because: - The other user's problem was specifically with zoom, and occurs with (or without) a 3DConnexion 3D mouse. - The other user's chief complain was the inability to zoom in further, whereas this bug was about getting "stuck" in space when using the 3DConnexion 3D mouse. - The original problem specified in this ticket has since been fixed, whereas the problem specified in the other ticket persists. At this time I would recommend this ticket be closed. This bug has since been fixed. At the most, I believe, additional work on this issue would constitute as a feature request instead of a bug.

Changed status from 'Needs User Info' to: 'Archived'

Changed status from 'Needs User Info' to: 'Archived'

Thanks for update, will close then.

Thanks for update, will close then.
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Reference: blender/blender#93729
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