KeyShot Forum

Other => Wish List => Topic started by: Richman on February 03, 2011, 06:59:16 AM

Title: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 03, 2011, 06:59:16 AM
Keyshot 2.2 is supporting the SpaceNavigator!  

It's soo close, can a settings option be added that switches the SpaceNavigator control to flying "camera mode" rather than "object mode"?  

As seen on http://www.3dconnexion.com/products/spacenavigator.html

Option 2 is what we are after, like a photographer would move to line up the perfect shot.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: KeyShot on February 03, 2011, 09:16:56 AM
Absolutely. We will make an update where this mode is available as well.
Btw. remember to run 'check for update' if you want to run the latest version. We update them rather frequently these days.

-- Henrik
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 03, 2011, 09:54:04 AM
Thanks! 

Here's a screen shot of the control modes menu.  Something like this would be great.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: guest84672 on February 03, 2011, 12:44:10 PM
It is in camera mode right now.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: NormanHadley on February 04, 2011, 02:06:13 AM
Hi Thomas

As per my email, I'd prefer to work in "object" mode so it's a seamless transition from Pro/E.

I've been able to roughly simulate that by reversing some of the axes on my SpaceExplorer menu, as attached. The sensitivity is a bit of an issue, though - it seems some axes are very slow and others too twitchy.

Title: Re: SpaceNavigator in Keyshot 2.2
Post by: guest84672 on February 04, 2011, 07:15:39 AM
Are these the settings we need? We will double check this here, and then add a "model mode" option.

Yes - we know that fine tuning is needed. We are working with the folks from 3DConnexion on it.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 05, 2011, 11:40:55 PM
I've been working with the settings and I discovered we are all kind of right about the modes.   Thomas was right, it is in camera mode.  I think where it feels confusing is that some control is object based though.

Spin (rotating the puck) seems to be based on the "look at point" making it an object mode control.  Spin input should rotate the camera not the object in this mode.  Same thing with tilt.

Disabling roll / twist is helpful, this does seem to be camera based. These are the setting I have found to work so far.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 23, 2011, 08:36:15 AM
I have been working with the spacenavigator settings I posted above and it's great!  I'm going to checkout the update now...

A big thank you to the keyshot team!
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 23, 2011, 09:47:32 AM
With the new update 2.2.42  I'm using these settings.  It works great.  As you can see I reverse spin and roll. I also disable roll.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: eric on February 23, 2011, 11:25:35 AM
Why do you reverse roll when you disable it?

I agree space navigator support is after a little tweaking the long wanted addition to an already great package.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 23, 2011, 02:05:19 PM
Note these setting are only for Keyshot (as selected in the drop down menu)

Roll is only off because I like most of my shots perfectly level and I found myself having to always manually set the level back to 0 after any movement.  When it's engaged the flight motion is more realistic.   

I have found that for some reason roll and spin are reversed in 2.2.42 which is small adjustment compared to the last version setting which almost all controls were reversed.

Its works great with the settings I've posted.  Thanks Keyshot Team!
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: guest84672 on February 23, 2011, 03:33:27 PM
We got the feedback straight from 3D Connexion. This is how we implemented it. They are a taking a look at it right now, so I am sure further adjustments are coming.

Sent you an e-mail btw, Josh.

Thomas
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Richman on February 23, 2011, 04:13:46 PM
Thomas try out my settings.  It works great, it just might be a little confusing for others to get the settings right.  I'm not complaining.  I think it's great and what to share the best settings I find that work.

If you guys wanted you could add the roll toggle to the setting menu.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: NormanHadley on February 28, 2011, 01:31:13 AM
"Model mode" is absolutely spot-on, now. Thanks.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: m2tts on March 01, 2011, 07:35:05 AM
How do I get my navigator to work in Keyshot? Is there a driver I need to install? The 3-D connection website does not recognize Keyshot as compatable.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Speedster on March 01, 2011, 09:45:41 AM
QuoteHow do I get my navigator to work in Keyshot? Is there a driver I need to install? The 3-D connection website does not recognize Keyshot as compatable.

+1.  Also, how about SpaceExplorer?
Bill G
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: guest84672 on March 02, 2011, 07:10:56 AM
While not officially certified it certainly works. Make sure you upgrade to version 2.2.45.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: azonicbruce on March 06, 2011, 05:40:07 PM
Quote from: NormanHadley on February 28, 2011, 01:31:13 AM
"Model mode" is absolutely spot-on, now. Thanks.

How exactly do you change it to model mode? I can't see how to get to these options.

When I open the control panel I do not see an option in the dropdown for KeyShot. Only Any Application.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: guest84672 on March 06, 2011, 10:34:42 PM
Open KeyShot. Go to Preferences > UI.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: azonicbruce on March 07, 2011, 04:50:32 PM
Perfect! Yes, to confirm, model mode is spot on with what the behavior is in SolidWorks. Awesome!

Now, just take this one step further... Add simple animation capabilities to Pro by recording a path using the 3D mouse, then tell render queue to animate using that recorded path, and ask how many frames to render (to determine smoothness), similar to turntable. Not even SolidWorks' "walk-through" feature will utilize the 3D mouse. This would REALLY help you get a leg up on the competition.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: NormanHadley on March 07, 2011, 11:38:21 PM
Quoteazonicbruce. Now, just take this one step further... Add simple animation capabilities to Pro by recording a path using the 3D mouse, then tell render queue to animate using that recorded path, and ask how many frames to render (to determine smoothness), similar to turntable.

Brilliant suggestion. This really would kick derrière.
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Robert V. on March 08, 2011, 12:08:52 AM
I would buy a SN if that animation option would be available. It doesn't seem that hard to program. (not that I know a thing about programming... ;D)

Maybe the keyshot team is already busy with an "animation keyshot" (keymove?).... (In my dreams...)
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: KeyShot on March 08, 2011, 12:32:32 AM
We are :)

-- Henrik
Title: Re: SpaceNavigator in Keyshot 2.2
Post by: Robert V. on March 08, 2011, 05:00:19 AM
Fantastic!