Mike! I have definitive proof that what I expect makes sense, even
BigBuckBunny likes it that way! you can't argue with the big passive
aggressive bunny!
http://youtu.be/lI2KIjSkbzQ?t=1m30s
Daniel Salazar
3Developer.com
On Mon, Aug 1, 2011 at 10:09 AM, Stephen M. McQuay step...@mcquay.me
I installed from source and everything worked ... except I agree with
Daniel: everything seems backwards. I'm sure it could be chalked up to a
preferences thing, but when I used my first spacenav device 5 years ago
(3D parametric CAD stuff using Unigraphics) it was definitely in a move
device as
Hm... it's correct to start spacenavd with sudo so it can open a
socket and wait for client connections. That first error message is
from libspnav (linked into blender). I took the easy route and
installed the spacenavd package in Ubuntu, which also took care of
launching it properly. If anyone
On Fri, Jul 29, 2011 at 01:13:14PM -0500, Mike Erwin wrote:
I took the easy route and installed the spacenavd package in Ubuntu,
which also took care of launching it properly.
In which case, which ubuntu? I'm on 10.04 at home, and 11.04 at work;
there's spacenavd 0.3 at home and spacenavd 0.5
On Fri, Jul 29, 2011 at 01:47:36PM -0600, Stephen M. McQuay wrote:
In which case, which ubuntu? I'm on 10.04 at home, and 11.04 at work;
there's spacenavd 0.3 at home and spacenavd 0.5 at home. What are you
running?
Sorry, I should've finished my thoughts: I have only tested at home. I
don't
In which case, which ubuntu? I'm on 10.04 at home, and 11.04 at work;
there's spacenavd 0.3 at home and spacenavd 0.5 at home. What are you
running?
I started this project with the latest versions: spacenavd 0.5 and
libspnav 0.2.2 on Ubuntu 11.04.
Lightning storm took out my Linux box's power
connect failed: No such file or directory
ndof: spacenavd not found
Same error on my end! It seems the spacenavd 0.3 package for Ubuntu
does not set up the init script properly. Looking at the source, both
versions use the same path to the socket file, so I'm sure you could
get it to work with
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted
cheers
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 9:57 PM, Stephen M. McQuay step...@mcquay.me wrote:
On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote:
Either check out the
Daniel Salazar:
Mike I managed to get it working! but it's unusable. seems that all
axis are inverted
Testers seem to be split on this issue, so let me explain and offer a
workaround.The orbit modes are implemented as target camera rather
than object mode. In other words, you're controlling the
I don't know what are they smoking to expect this behavior, it's
impossible! in fly mode it works fine tough, I really hope this isn't
the default. I expect it to work like the old test program (cube) in
the drivers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 4:38 PM, Mike Erwin
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected
Daniel Salazar
3Developer.com
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Gah sorry for triple posting :)
When you navigate your normal view (not fly mode) you do it in object
space and not in camera space, ie: drag mouse to the left and camera
orbits to the right, that is why this mode should really work inverted
as it is right now. It's really what feels natural
And
Daniel Salazar wrote:
Double reading the comments you posted it seems they are talking about
*fly mode*, which as I said works as expected
Those comments were about orbit navigation, with some fly-mode
sprinkles on top. For the one that mentioned fly mode, I was standing
right beside him, so
Well be sure to share some of that, maybe I'll suddenly get it :D
Thanks for the option, will test and report back ASAP. Also the open
source driver seems much nicer, no need for that annoying window open
all the time. happy
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 5:12 PM, Mike
This is probably a bit of a useless comment, but I remember the 2.4x
implementation of orbiting the space navigator always seemed terribly
awkward. That old way was inverted compared to the 3ds max plugin that came
with the 3dconnexion driver, and the 3ds max version always felt much easier
to
There's a new option in the 3D mouse popup menu. It works in turntable
mode, and will work in trackball also after dinner.
Setting this option makes orbit unusable for me, but hopefully usable
for those of you who have your brains wired differently!
Mike Erwin
musician, naturalist, pixel pusher,
Hi mike, the zoom is still inverted! when I pull the knot to me i
expect the object to get closer. remember: brain wires crossed! :)
cheers
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:25 PM, Mike Erwin significant@gmail.com wrote:
There's a new option in the 3D mouse popup
Would be killer if 2D space zoom got inverted too with this option so
pull closer means zoom in, pull towards the screen means zoomout
Daniel Salazar
3Developer.com
On Sun, Jul 24, 2011 at 6:37 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Hi mike, the zoom is still inverted!
Eh? can I compile this on my own or get this somewhere? I don't use
ubuntu but opensuse
Daniel Salazar
3Developer.com
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Eh? can I compile this on my own or get this somewhere? I don't use
ubuntu but opensuse
Daniel Salazar
Yes, all that code is available from http://spacenav.sourceforge.net/
The spnavcfg tool is there as well. This is slightly handy but not
necessary; it generates tweaks settings for
Daniel Salazar wrote:
So the drivers i installed from the site are not needed?
From the 3Dconnexion site? Toss them! Their Linux driver / API is
ancient and doesn't fit well with extant devices.
On Windows, their driver is pretty good but is not used by blender. It
won't hurt to have it
GAH! ok thanks
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:04 PM, Mike Erwin significant@gmail.com wrote:
Daniel Salazar wrote:
So the drivers i installed from the site are not needed?
From the 3Dconnexion site? Toss them! Their Linux driver / API is
ancient and doesn't
Ok Mike, i've built the lib and now it's stuck here
http://www.pasteall.org/23426
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:06 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
GAH! ok thanks
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:04 PM, Mike
It wants to find these:
/usr/include/spnav.h
/usr/lib/libspnav.a
Make sure that's where they were installed.
Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire
On Fri, Jul 22, 2011 at 9:27 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
Ok Mike, i've built the
it put the spnav.h in /usr/local/include/
and spnav.a in /usr/local/lib
i just did a default installation so..
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:33 PM, Mike Erwin significant@gmail.com wrote:
It wants to find these:
/usr/include/spnav.h
/usr/lib/libspnav.a
symlinks didn't help
ln -s /usr/local/lib/libspnav.a /usr/lib/libspnav.a
ln -s /usr/local/include/spnav.h /usr/include/spnav.h
Daniel Salazar
3Developer.com
On Fri, Jul 22, 2011 at 8:38 PM, Daniel Salazar - 3Developer.com
zan...@gmail.com wrote:
it put the spnav.h in /usr/local/include/
On Fri, Jul 22, 2011 at 08:42:30PM -0500, Mike Erwin wrote:
The libspnav-dev package is now required for building on Linux...
Is this generally true? I don't have the package installed and Blender
built just fine for me.
However, I have a 3dconnexion device and would like to use it in blender
However, I have a 3dconnexion device and would like to use it in blender
without using their old/bad drivers. Do I have to do something special
to enable the building blender to work with it?
Thanks,
Stephen M. McQuay
Either check out the merwin-spacenav branch now... or wait a very
short
On Fri, Jul 22, 2011 at 10:32:08PM -0500, Mike Erwin wrote:
Either check out the merwin-spacenav branch now... or wait a very
short time for 2.59
libspnav-dev installed; Can't wait!
Thanks,
--
Stephen M. McQuay
http://mcquay.me/vcf
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