Viewport camera and Flying mode issue #49624

Closed
opened 2016-10-11 04:40:05 +02:00 by Vyacheslav Kobozev · 13 comments

System Information
Win7 x64

Blender Version
Broken: 2.77, 2.78,

Short description of error
Size of navigatiom frame of Flying mode highly depends on camera focus length (viewport) and camera start of clipping distance.
So if I want to work with small details and setting about 5—10 mm start.
Turning becomes extremely slow.

And with 20 cm cliping start and 35 mm frame becomes too small and navigation too fast.

Exact steps for others to reproduce the error
It happens after manipulating with focus length and clipping distance of viewport camera or even with camera object
Try with this blend file to adjust these values. Afterr few iterations navigation frame in flying mode can shrink to zero and it makes improssible to use this mode at all. This issue saves with file and do not appear in the new file or other scenes.

Flyissue.7z
FItiny.jpg
FI-mid.jpg
FI-large.jpg

**System Information** Win7 x64 **Blender Version** Broken: 2.77, 2.78, **Short description of error** Size of navigatiom frame of Flying mode highly depends on camera focus length (viewport) and camera start of clipping distance. So if I want to work with small details and setting about 5—10 mm start. Turning becomes extremely slow. And with 20 cm cliping start and 35 mm frame becomes too small and navigation too fast. **Exact steps for others to reproduce the error** It happens after manipulating with focus length and clipping distance of viewport camera or even with camera object Try with this blend file to adjust these values. Afterr few iterations navigation frame in flying mode can shrink to zero and it makes improssible to use this mode at all. This issue saves with file and do not appear in the new file or other scenes. [Flyissue.7z](https://archive.blender.org/developer/F376715/Flyissue.7z) ![FItiny.jpg](https://archive.blender.org/developer/F376716/FItiny.jpg) ![FI-mid.jpg](https://archive.blender.org/developer/F376718/FI-mid.jpg) ![FI-large.jpg](https://archive.blender.org/developer/F376720/FI-large.jpg)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @Vyach

Added subscriber: @Vyach

Added subscribers: @dfelinto, @Sergey

Added subscribers: @dfelinto, @Sergey
Dalai Felinto was assigned by Sergey Sharybin 2016-10-11 11:46:46 +02:00

Not sure it's indeed a clipping distance or lens which makes effect here. More like they just make effect more noticeable on such a small scene.

@dfelinto, think you're most familiar with such kinds of navigations. Can suggest anything?

Not sure it's indeed a clipping distance or lens which makes effect here. More like they just make effect more noticeable on such a small scene. @dfelinto, think you're most familiar with such kinds of navigations. Can suggest anything?

Not sure it's indeed a clipping distance or lens which makes effect here. More like they just make effect more noticeable on such a small scene.

They both affect it when you are not in camera mode.

We could fix this (removing the dependency of clipping on the size and speed), but honestly, @Vyach is there a reason you are not using Walk Navigation instead?

I personally consider the Fly Mode semi-deprecated.

> Not sure it's indeed a clipping distance or lens which makes effect here. More like they just make effect more noticeable on such a small scene. They both affect it when you are not in camera mode. We could fix this (removing the dependency of clipping on the size and speed), but honestly, @Vyach is there a reason you are not using Walk Navigation instead? I personally consider the Fly Mode semi-deprecated.

Fly mode have smooth moving and full control with digitizer, and I like It. Also I am using Del. very often to jump to the target.

Walk mode isnt smooth (id like little inertia) and controlled by keypad.
For my taste, I would like something smooth with more control by mouse/stylo:
Shift+F = switch mode
MMB = rotate (as default mode)
RMB = pan (left-right-top-down, as ADQE in the walk)
Mouse move = mouse look (like in the walk mode now)

The same buttons for navigation as in walk mode + Ctrl-mousemove for rotation for those ppl, who have not any buttons on their tablets and stylos.

Fly mode have smooth moving and full control with digitizer, and I like It. Also I am using Del. very often to jump to the target. Walk mode isn`t smooth (i`d like little inertia) and controlled by keypad. For my taste, I would like something smooth with more control by mouse/stylo: Shift+F = switch mode MMB = rotate (as default mode) RMB = pan (left-right-top-down, as ADQE in the walk) Mouse move = mouse look (like in the walk mode now) The same buttons for navigation as in walk mode + Ctrl-mousemove for rotation for those ppl, who have not any buttons on their tablets and stylos.

Also I am using Del. very often to jump to the target.

Are you familiar with the teleport feature in the walking mode? (space key)

> Also I am using Del. very often to jump to the target. Are you familiar with the teleport feature in the walking mode? (space key)

No, I was not familiar with.

Thanks, it is useful function.

No, I was not familiar with. Thanks, it is useful function.

Added subscriber: @hotpants33

Added subscriber: @hotpants33

Totally agree with Vyacheslav: fly mode is utterly superior to walk mode. If anything's semi-obsolete it's having your marvelous new Blender creation insulted by the nausea-inducing, cheap, cartoonish jerkiness of walk mode! The delicious, cushioned buoyancy of fly mode is, in fact, my standard viewing mode..

Not surprising, therefore, that I've identified exactly the same issue with the real Numpad0 camera's focal length frequently 'breaking' fly navigation in any other (virtual camera) view. Basically, the real camera wants a lowish (normal) focal length for things to look good, something like 13mm to 35mm for strong perspective depth... This then very often [always?] 'explodes' the fly mode dock in every other view, sometimes completely off-screen. This makes it inescapable & rotation, consequently, impossible. The 'fix' is to hugely increase the real camera's focal length (100-200mm) but now the camera view is horrendous, almost orthographically flat.

I've toyed with 'tricking' the virtual cameras into following the focal length of a sacrificial 'dummy' real camera (while I use a different real camera) but they always latch onto the active camera so it doesn't work.

Still totally love Blender though, & everyone who's done such incredible work to give it to the people!

Totally agree with Vyacheslav: fly mode is utterly superior to walk mode. If anything's semi-obsolete it's having your marvelous new Blender creation insulted by the nausea-inducing, cheap, cartoonish jerkiness of walk mode! The delicious, cushioned buoyancy of fly mode is, in fact, my standard viewing mode.. • Not surprising, therefore, that I've identified exactly the same issue with the real Numpad0 camera's focal length frequently 'breaking' fly navigation in any other (virtual camera) view. Basically, the real camera wants a lowish (normal) focal length for things to look good, something like 13mm to 35mm for strong perspective depth... This then very often [always?] 'explodes' the fly mode dock in every other view, sometimes completely off-screen. This makes it inescapable & rotation, consequently, impossible. The 'fix' is to hugely increase the real camera's focal length (100-200mm) but now the camera view is horrendous, almost orthographically flat. • I've toyed with 'tricking' the virtual cameras into following the focal length of a sacrificial 'dummy' real camera (while I use a different real camera) but they always latch onto the active camera so it doesn't work. • Still totally love Blender though, & everyone who's done such incredible work to give it to the people!

A question on Stack Exchange ( https://blender.stackexchange.com/questions/76076/interactively-change-cameras-focal-length/76120#76120 ) made me realize that animating the real camera's focal length with an f-curve offered a workaround until the issue is addressed. My contribution was:

"Right click that focal length button in the Shift + F7 Properties and set up one f-curve, then in the Shift + F6 Graph Editor, set up your desired lens shift (vertical scale) vs time (horizontal scale). You could have a wide angle 15mm & 150mm telephoto on just 2 frames, (flipping between them with the arrow keys); or have a whole focal length transition that you play forwards ( Alt + A ) or backwards ( Shift + Alt + A ). Difficult to stop that 2nd setup looping though.

It's fun to watch the (real) camera contorting lengthwise through one of the virtual cameras ( Numpad 1 , Numpad 3 , Numpad 7 etc). It's also useful for controlling the size of the fly-mode 'dock', which has a freekish dependence on the active real camera's focal length."

A question on Stack Exchange ( https://blender.stackexchange.com/questions/76076/interactively-change-cameras-focal-length/76120#76120 ) made me realize that animating the real camera's focal length with an f-curve offered a workaround until the issue is addressed. My contribution was: • "Right click that focal length button in the Shift + F7 Properties and set up one f-curve, then in the Shift + F6 Graph Editor, set up your desired lens shift (vertical scale) vs time (horizontal scale). You could have a wide angle 15mm & 150mm telephoto on just 2 frames, (flipping between them with the arrow keys); or have a whole focal length transition that you play forwards ( Alt + A ) or backwards ( Shift + Alt + A ). Difficult to stop that 2nd setup looping though. • It's fun to watch the (real) camera contorting lengthwise through one of the virtual cameras ( Numpad 1 , Numpad 3 , Numpad 7 etc). It's also useful for controlling the size of the fly-mode 'dock', which has a freekish dependence on the active real camera's focal length."

This issue was referenced by 45c11c1a1b

This issue was referenced by 45c11c1a1bd07cca255abdb1923e69f0242c36fd

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
6 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#49624
No description provided.