rotate around selection compromises mouse wheel zoom speed over time #58740

Closed
opened 2018-12-04 22:05:29 +01:00 by Fred Feuerstein · 4 comments

System Information
Operating system: Windows 7
Graphics card: Gigabyte Nvidia GTX 1060 6GB

Blender Version
Broken:
2.80 (sub 35), branch: blender2.8, 2018-12-03, hash: 1b6a394d86, type: Release
2.79b release
2.79 (sub 6), branch: master, 2018-12-04, hash: f63da3dcf5, type: Release

Short description of error
using rotate around selection makes zooming with the mouse wheel more and more sensible,
up to a point where hitting a single mouse wheel tick forward would zoom right through the entire mesh.

Exact steps for others to reproduce the error

make sure "rotate around selection" is checked in the preferences

  1. start blender, go to edit mode, subdivide the cube once, so that there is a centre vertex on each side
  2. rotate to front view (freehand, dont use menu/key)
  3. zoom back and forth using mouse wheel just to watch its sensibility
  4. select centre vertex of the cubes front side
  5. freehand-rotate your view 90 degrees to the right around the cube
  6. select the "new" centre vertex (the cubes right sides centre vertex)
  7. freehand-rotate your view back to where you were (in front of the cube)
    repeat steps 4 to 7, the effect is accumulative but already noticable after one repetition
  8. zoom back and forth and compare to what zooming was like at step 3

after a couple of repetitions, zooming in will bring the view through and way beyond the cube,
but the opposite is possible as well: if you keep selecting the centre vertex of the back side of
the cube, you end up not being able to zoom anywhere close to the cube

resetting the zoom speed is possible by pressing home key, however i notice that this doesnt always
work: e.g. if i look at the cube from above, it correctly resets, but looking from below it does not

i noticed this behaviour first in sculpt mode, where it is really frustrating, because the distance to
model is actually relevant (dyntopo/ brush size)
i have not tried out other views like vertex/weight paint or so

cheers,
boogie

**System Information** Operating system: Windows 7 Graphics card: Gigabyte Nvidia GTX 1060 6GB **Blender Version** Broken: 2.80 (sub 35), branch: blender2.8, 2018-12-03, hash: 1b6a394d862, type: Release 2.79b release 2.79 (sub 6), branch: master, 2018-12-04, hash: f63da3dcf59, type: Release **Short description of error** using rotate around selection makes zooming with the mouse wheel more and more sensible, up to a point where hitting a single mouse wheel tick forward would zoom right through the entire mesh. **Exact steps for others to reproduce the error** make sure "rotate around selection" is checked in the preferences 1. start blender, go to edit mode, subdivide the cube once, so that there is a centre vertex on each side 2. rotate to front view (freehand, dont use menu/key) 3. zoom back and forth using mouse wheel just to watch its sensibility 4. select centre vertex of the cubes front side 5. freehand-rotate your view 90 degrees to the right around the cube 6. select the "new" centre vertex (the cubes right sides centre vertex) 7. freehand-rotate your view back to where you were (in front of the cube) repeat steps 4 to 7, the effect is accumulative but already noticable after one repetition 8. zoom back and forth and compare to what zooming was like at step 3 after a couple of repetitions, zooming in will bring the view through and way beyond the cube, but the opposite is possible as well: if you keep selecting the centre vertex of the back side of the cube, you end up not being able to zoom anywhere close to the cube resetting the zoom speed is possible by pressing home key, however i notice that this doesnt always work: e.g. if i look at the cube from above, it correctly resets, but looking from below it does not i noticed this behaviour first in sculpt mode, where it is really frustrating, because the distance to model is actually relevant (dyntopo/ brush size) i have not tried out other views like vertex/weight paint or so cheers, boogie

Added subscriber: @boogiwoogie

Added subscriber: @boogiwoogie
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Added subscriber: @PabloDobarro

Added subscriber: @PabloDobarro
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Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Pablo Dobarro self-assigned this 2020-01-23 22:53:15 +01:00
Member

I think this is more a confusing UI intended to hide the implementation details, not a bug:
When you enable Orbit Around Selection, you are orbiting around a calculated center (##dyn_ofs## in the code) that can come from the selection or the last stroke position, but the zooming speed is calculated using the regular view center of rotation (##ofs## in the code). So, by enabling only this option you are using one pivot center for rotation and another one for zooming and panning, and that is why the viewport movement is weird.
To enable the ##dyn_ofs## pivot for zooming and panning you need to enable auto depth. This will set the pivot to a new point based on the depth of the cursor position, making the navigation more predictable.

I think this is more a confusing UI intended to hide the implementation details, not a bug: When you enable Orbit Around Selection, you are orbiting around a calculated center (##dyn_ofs## in the code) that can come from the selection or the last stroke position, but the zooming speed is calculated using the regular view center of rotation (##ofs## in the code). So, by enabling only this option you are using one pivot center for rotation and another one for zooming and panning, and that is why the viewport movement is weird. To enable the ##dyn_ofs## pivot for zooming and panning you need to enable auto depth. This will set the pivot to a new point based on the depth of the cursor position, making the navigation more predictable.
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Reference: blender/blender#58740
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