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Eye Rotate: Screen, Object, World, or "What the heck happened to my paradigm?"

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Eye Rotate: Screen, Object, World, or "What the heck happened to my paradigm?" // Bugs

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Post by spacekdet // Aug 24, 2008, 7:55pm

spacekdet
Total Posts: 1360
pic
Experiment:
New Scene, create cube primitive.
Select Object Coordinate system.
Select Eye Rotate.
Click and drag in the scene.
Your viewpoint orbits the selected cube, as it should.
Now switch to Screen Coordinate system.
Eye Rotate by click/drag in the scene (not widget) ...whoops!...instead of panning the view like it's done for years, it's orbiting the cube.
Switching modes between World/Screen/Object seems to no longer make any difference- they all act like Object mode.

Delete the cube.
Create/select a camera and view from it.
Click Eye Rotate icon & click/drag in scene.
Hey, now it's panning! (This is what should happen when in Screen coord, whether you are viewing from a camera or not))
Change to any of the World/Screen/Object coordinate systems and once again, no difference, where there should be 3 distinct behaviors.

This time, instead of Object mode, you are stuck with seems like Screen coord mode behavior.
Now switch to World coord mode... and instead of orbiting World center at 0,0,0, (like it should) - it just pans back and forth.
No matter what coord system you choose, viewing from a camera locks you into Screen Mode behavior; with no camera selected, you seem stuck in Object mode.

This is a fundamental change in tS behavior, and frankly, it doesn't make any sense.
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