Limitations of Zoom

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Limitations of Zoom // Roundtable

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Post by master_rigel2 // Feb 8, 2009, 8:51pm

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Total Posts: 34
I think I've discovered a limitation of zoom in Truespace.


I began with a cube in the center of the screen.


I scaled the cube up to 40 * 40


At this point the camera angle in the workspace began to act up.


Is 40 * 40 or 50 * 50 the cubic limitation of objects in Truespace?


Why is there a limitation here?


What happens if a user has a huge scene?


Can canvases be connected, and the the co-ordinates just reverse, when moving from one canvas to the next?


In my experience, other software I've used, doesn't have this limitation in such a fixed way.


Rigel

Post by kena // Feb 8, 2009, 8:56pm

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The model side also does not have this limitation. It was set in Workspace for some reason with version 7.

Post by Nez // Feb 8, 2009, 11:31pm

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Even on model side, I think you can have some problems working with very large scenes as zooming in or out can take a long time and you can end up with camera/eye distortion from what I recall. I remember that someone recently mentioned a plug-in for allowing zoom to fit or similar, probably would be in the Garage section, might help...?


I tend to 'cheat' on very large scenes/objects by working to a reduced scale, e.g. half size or even much less - one very large building I worked at one tenth scale as the numerical scaling was easy....

Post by master_rigel2 // Feb 8, 2009, 11:35pm

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Total Posts: 34
I found a way around it, sort of. If I break off a piece of the model, and the blow scale it up, so I can work with it in a separate scene, I can then scale it back down, and move it back to my original scene, so I can add it on. That is sort of a rigged way of working, but it's a suitable workaround for now.

I hope that this camera / zoom / object size limitation is eventually removed.

Post by Nez // Feb 8, 2009, 11:39pm

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yeah, I sometimes do that even working at 'normal' scale - enlarge an object to say double scale for detail work and then re-scale back to final scale... can be useful to use copies or keep track of your object axis location so you can reposition correctly - I usually move my copy objects or working objects by a fixed amount (e.g. plus 5 units) in one of more axis so that I can easily put it back where it came from....

Post by Bobbins // Feb 9, 2009, 12:11am

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Total Posts: 506
On Model side the solid display will detach from the wireframe display when either the camera is extremely close to an object or the object is zoomed very large (which is the same thing really). There is no fix for this, apart from running a pure wire display.


On Workspace side this issue has been resolved, but you have to change the 'near clip' setting for the view. By default it will clip when objects are close to the viewpoint in order to improve the display rate, but can be lowered for when working very close to objects.

Post by transient // Feb 9, 2009, 12:19am

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I'm not sure what the issue is here. The only problem I can see is when you are working on models at the size nez mentioned, which are bigger than 40m, but too small to worked on at the km range. In that case you can always use points or just arbitrarily make one metre equal 10 or 100.


As long as you remember this when you export it to whatever app needs to know this information (I've never needed to) then your cool.


I'm not sure if there's any way to change units in workspace, maybe this is still one of those things that you need modeler for.

Post by master_rigel2 // Feb 9, 2009, 12:40am

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Total Posts: 34
I hope that the Caligari team doesn't leave out features when they phase out the model side. I'm striving to learn the workspace side as much as I can, because I know it will be the longer lasting interface.

Post by v3rd3 // Feb 9, 2009, 1:55am

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Total Posts: 388
I don't remember where I saw it but I thought the whole concept of units of measurement was gone on the workspace side. It was my understanding that units of measure were now "caligari units" and that these units were relative, not specific units of measure.

Post by jrboddie // Feb 9, 2009, 2:22am

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I don't think the units matter much except:


+ On the Workspace side, 1 CU = 1 m when you are exporting to VE3D.


+ It is possible that units matter in the Workspace with physics now or in the future.


+ It is possible that units matter to the effects of energy calculations of light sources.

Post by master_rigel2 // Feb 9, 2009, 6:40pm

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Total Posts: 34
I'm not sure what the issue is here. The only problem I can see is when you are working on models at the size nez mentioned, which are bigger than 40m, but too small to worked on at the km range. In that case you can always use points or just arbitrarily make one metre equal 10 or 100.


As long as you remember this when you export it to whatever app needs to know this information (I've never needed to) then your cool.


I'm not sure if there's any way to change units in workspace, maybe this is still one of those things that you need modeler for.
transient? There are different scales? Since when were there different scales, and how do I access them?

Post by transient // Feb 9, 2009, 6:55pm

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Total Posts: 977
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If you right-click on the object tool, and then make sure the extended options are visible, you'll see it. See pic for details.

Post by master_rigel2 // Feb 9, 2009, 6:56pm

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Oh. I'm working in the workspace. Thanks :)

Post by transient // Feb 9, 2009, 7:11pm

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Chaniging these settings in modeler may affect workspace, too, I don't know.:confused:

Post by master_rigel2 // Feb 11, 2009, 6:50pm

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How does one modify the near clip setting?

Post by parva // Feb 11, 2009, 10:59pm

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I don't remember where I saw it but I thought the whole concept of units of measurement was gone on the workspace side.


yep, currently tS only use internal units. That can be centimeter or meter.

If I model in Silo and import into tS I have the same units which is mostly in metres.


Clipping settings you can find in each camera and if you work with the default perspective view

you can change the "eye" if you jump to the D3Dview

18198


Clipping does (imho) every 3D program but of course it would be better

if the program does the clipping automatically by measuring the objects distance and auto change it.
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