I'm having all sorts of problems with the tumble tool viewport rotate thingy in Max. The first problem I ran into was the locked in orthographic view thing which is completely unworkable for anyone moving over from Max. Why this is set to on as default was a mystery to begin with, but it seems its to cover up for some really strange design choices. Unlocking the tumbling causes all sorts of interesting problems from viewports not jumping to their default positions to rotation refusing to rotate around selecltions and so on and so forth. In short Maya doesn't like roatating in the orthographic view ports.
Now, I can't work with this system. I need to be able to rotate my orthographic views without screwing everything up. How am I going to work around this?
EDIT:To clarify, what I really need most is a rotate around selection that works all the time.
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I can't help you on this but I know this topic has been raised before so you should get an answer from a Maya pro soon enough.
MoP
Cant line anything up properly in perspective? What does that mean exactly? Simply change your camera atributes in perspective to be closer to isometric. ( focal length 100 ) Thats what I model in anyway.
If you cant work with that there is no helping you!
p.s how the hell do you ever get over ex girlfriends, change cars, move houses,jobs, or anything else that requires *change* ?
;-)
I'll get used to this program eventually. Either that or have a complete nervous break down. I suppose what I'll have to do is bind a preset focal length to a button so I can just jump between perspective and orthographic or something. Does that sound like the most logical way around this problem?
I'll get used to this program eventually. Either that or have a complete nervous break down.
[/ QUOTE ]
Or both
The keybinding might be a good idea... the one other thing you could do (might be too much of a pain though) is to rotate the object rather than the camera. Maybe that would be painful enough to break the habit
If the cam starts straying away from your selection, just hit 'f'. That's all I ever needed to do anyway. From one ex-max user to another.
Thats it! Set up an elaborate electric shock treatment so that whenever you go to rotate ortho you get a few volts. You'll soon stop ;-p
I've been using Max for years, and never felt the need to rotate the ortho views - in fact I find it quite annoying, if I accidentally rotate one then I have to hit Shift-Z straight away, whereas in Maya nothing happens. Hooray!
I still don't understand what you mean by "line anything up properly" in perspective...
I'll give the long focal length camera a go first thing tomorrow.
I'd assume that would be similar to working in an ortho view with the added advantage of being able to rotate around the made-up axis.
As for cutting nice precise lines, have you tried using the Cut Faces tool? It's comparable to using a bandsaw on your mesh.