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Description

Recently there have been multiple users noticing NDOF (space-navigator) isn't working as they would expect.

See:

It seems most other software (including Space-navgator driver demo) works differently to Blender's defaults, making it seem as if something is broken.

This design task is collect these differences and update Blender to fit typical NDOF useage for other 3D software,
or - if there are good reasons to keep Blender working as-is, to support these features as preferences.


Key Differences

This list is based on user feedback may need updating, add comments if it misses anything.

  • Constraining Motion

    Blender: doesn't allow panning by default, instead modifier keys need to be pressed to pan for example.

    Other Software: doesn't constrain motion, similar to always being in walk-mode (without having to enter/exit walk mode).

    Open Topic: Would we orbit around the center of view (as with MMB orbit), or the view-point origin (as with walk mode). I'd assume we would default to orbiting around the view center.
  • Orbit Origin

    Blender: Orbits around the view center.

    Other Software: orbits the selection center.

    Note: Is this the case for most/all other 3D software with NDOF support?
  • Ability to transform objects

    Blender just doesn't support this at the moment, adding it to this list for completeness.

Details

Type
Design

Event Timeline

Hi! I added 3Dconnexion support back in 2010/2011 and we got the same kinds of responses. Some people think everything is backwards, to others it feels right. Blender added options to customize direction/feel soon after that.

I've got several NDOF models & can help test.

Hey Mike, good to hear from you.

When I test my NDOF device it seems to work fine, so my impression is we might need to add preferences or change defaults.

I'm guessing free-navigation by default would be one of the main changes which could make it work as users coming from other software expect.

Since orbiting and zooming is easy enough with a mouse, that's the main reason to use NDOF.

Was there a reason it was done this way to begin with?

Hey lads.. i just got into blender and i also got one of these 3d connexion 3d-mouses and i had the same issue... so i started to look for an answer but did not find one. then i solved it.. i think.. all you need to do is change the transform view into any other example orbit view with zoom and it works... its a workaround cos you cant bind the movements.. ndof view navigate at orbit and view rotation trackball..

https://imgur.com/a/bgPsRMl

Hey lads.. i just got into blender and i also got one of these 3d connexion 3d-mouses and i had the same issue... so i started to look for an answer but did not find one. then i solved it.. i think.. all you need to do is change the transform view into any other example orbit view with zoom and it works... its a workaround cos you cant bind the movements.. ndof view navigate at orbit and view rotation trackball..
https://imgur.com/a/bgPsRMl

Here it´s not working. I would like that will be as smooth as in cinema or maya.

I would like that will be as smooth as in cinema or maya.

Can you clarify what you mean?

Is the motion slow or jirky, is this relating to redraw speed, or the way motion is interpreted? (not moving in the direcitons you expect)

J A (lazy) added a comment.EditedWed, Aug 14, 7:28 PM

Hey mates.. i took a closer look at it and here's what i got..

There's nothing wrong with my workaround cos you get all axis and you can paint while moving.
In other programs including the trainer app the object is "in your hand" if you yaw rotate the object rotates. same as hitting r, z, in the object mode
In blender the object stays still and you move around it.
I dont know if this type of mode is available in blender, if not.. there's an intresting problem to solve =)

Actually i would like it to work like this...

nothing selected = free move
object selected = rotate mode and confirmation asks rotation stay/rotation old

Thanks.

Here it is a bit jerky, the rotational movements are reversed and doesn't move through the selection.

As suggestion; better than moving through the selection, it would be to move through a fixed point like in Catia. The middle mouse button is used to create a new center point of rotation. This option gives you more freedom to work.