Thanks for figuring this out, as it was driving me crazy. Still annoying
behavior, as framing with the F key is something you do all the time.
Rob
\/-------------\/----------------\/
On 4-10-2017 19:15, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:
So it seems I was wrong. The 1000.1 value can change when using the Framing
function. The F key. But It doesn’t change when attempting to zoom or dolly in
the front, top or side viewport using the mouse.
What I am seeing is the part of a really large object closest the camera is
clipped and the near clip is incapable of seeing anything because the camera
head is not actually in front of the object. And I can't set near clip to a
negative value. Is this what you are experiencing?
To replicate, in a new scene create a sphere with a radius of 1500 units.
Select the sphere and hit F key in the Front viewport. This illustrates that
part of the 1500 radius sphere is past the normal position of the Front camera
which is 1000.1 units Z. You can clearly see the problem if you have the
viewport set to shading. So in Front camera for example you have to manually
set camera Z to a value which places the camera in front of all geometry, such
as 1600 units Z, which means you have to know the geometry extent relative that
camera. And then make sure the far clipping plane is beyond the far side.
It seems that you can somewhat correct the situation by executing View>Default
View for the viewport in question, executing the A key or selecting the object or
objects then hit the F key. Then suddenly it will set the Z extent in front of the
selected geometry without difficulty.
I'm seeing this in 2018 and all the way back to 2014. As long as your scene is
never beyond 2000 units wide, or twice the distance wide of the camera position
to world center, you're not likely to ever see the problem. Further, the
inability to frame on the object appears to be affected by the size of the
object rather than its position. In other words multiple objects at a distance
of 3000 units apart but at normalized sizes seem less likely to exhibit the
framing problem than one object that is 3000 units across.
I don’t recall if this is how it worked in the past. This does not seem normal.
But this seems to not be framing the objects correctly nor permitting the user
to dolly the orthographic cameras in a predictable fashion without first
executing Default View which apparently knows how to correctly set the
orthographic camera's lens position outside the volume of the existing geometry.
Joey
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Ponthieux, Joseph
G. (LARC-E1A)[LITES II]
Sent: Wednesday, October 04, 2017 11:56 AM
To: [email protected]
Subject: RE: OT Maya Q - default cameras clipping planes
I'm seeing them work even after 1 Billion units in the front camera. Having
issues at 1500 units does not seem normal. I suspect the camera has been edited.
Check the following in the Front Camera:
1. Select the front camera in the outliner
2. In the attribute editor for front, is Z set to 1000.1.
Top should have always have 1000.1 for Y, and Side should have 1000.1 for X.
These should never change though the remaining position values will.
If they are not 1000.1, does setting them manually to that value fix the
problem?
Alternatively, does executing View> Default View for each viewport fix the
issue?
Joey
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Morten Bartholdy
Sent: Wednesday, October 04, 2017 11:30 AM
To: Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s=iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3gqg7TD6w0uEw&e=
<[email protected]>
Subject: RE: OT Maya Q - default cameras clipping planes
The scene is not that large - only about 1500 Maya units across and deep. I
have worked with scenes 100x larger in Soft. It seems ridiculous.
Changing clipping plane values has no effect on the default scene cameras - I
am on Maya 2016 base version if that makes any difference, and the cameras are
neither scaled nor rotated as far as I can tell.
I use wip cameras that I create for moving cameras around as I don't know the
do's and dont's with Maya default cameras, so I thought it better to leave them
be.
MB
Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. (LARC-E1A)[LITES II]"
<[email protected]>:
I’m wondering exactly how large your scene is. Sometimes things get weird with
astronomically large scenes.
You should be able to edit the Far Clip Plane for frontShape, topShape, or
sideShape. I just tested this and it works as expected. But the numbers I am
using are less than 100K.
Have the Top, Front, or Side cameras been edited in any unusual way? They are
special cameras, special objects if you will, that can act bizarrely if treated
like real objects, or articulated in ways they are meant to be. Rotation or
Scaling for example. They can be moved but should only be articulated using the
viewports. They are generally hidden by default and should remain that way. I
do remember having issues when treating them in a non-typical way. But there is
no obvious reason I can think of that would directly prevent their clipping
planes from being edited.
Joey
From: [email protected]
[mailto:[email protected]] On Behalf Of Rob Wuijster
Sent: Wednesday, October 04, 2017 10:40 AM
To: [email protected]
Subject: Re: OT Maya Q - default cameras clipping planes
I ran into the same thing for my last project.
Huge scenes that were clipped off in the default cameras, so a hard time
selecting stuff in the viewport.
Due to time limits I never had the chance to dive into this, so anyone who can
answer the question please do.
And scaling up stuff, including cameras can result in some nasty render
surprises. Unless that has been fixed in the last couple of versions.
Rob (already grey...)
\/-------------\/----------------\/
On 4-10-2017 15:48, Morten Bartholdy wrote:
I have run into a problem with Mayas default scene cameras for top, front and
side views. It appears if I work with very large objects, like in landscape
scale, the objects are clipped by distance in the respective cameras. Changing
the clipping planes of these cameras does not work - the objects are still
clipped. A very unfortunate side effect is I can't select components of my
objects that are outside the clipping planes, ie. if I have a long grid road
piece and want to select edge vertices to move them all, I can't do that from
the side or front view - only the vertices visible inside clipping planes get
selected.
The workaround (usual Maya style) is to either make new camera and position as
side- or frontview camera, because for new cameras clipping planes work(!), or
to select edgerings and move them instead of selecting all vertices in sideview
- or as our local Maya resident (a patient man these days ;) says, to work at
smaller scale and then scale up at the end. I say it is moronic.
I am sure you smart people have run into something similar and perhaps have a
more nifty workaround I can use.
Thanks
Morten (rapidly turning greyhaired while learning Maya)
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