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Space Traveler

polycounter lvl 19
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Joshua Stubbles polycounter lvl 19
So, I got to use one of these gizmos at work today. I've got to tell ya, it's pretty damn slick. It's a very small device, fits in the palm of your hand.
Basically, the knob controls all 3d viewport movement. You pull it up to pan up, push down to pan down. Pushing it left/right pans those ways, and forward/back controls zoom. Pushing into the corners controls camera rotation, much like an RTS game. The knob itself doesn't move much, and it's movement is 'spongy' (don't know how else to describe it). It's very smooth action.

They currently have drivers for 3dsMax and Maya, with Modo and Lightwave drivers on the way 'soon'. Very fun and intuitive to use. From the dealer we bought from, it was only $99 though, not $199.

http://www.3dconnexion.com/products/3a1.php

Anyone else use these suckers before?

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  • MoP
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    MoP polycounter lvl 18
    does it have any buttons built in or leave your hand free enough to use keyboard shortcuts?
  • scanning_factor
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    scanning_factor polycounter lvl 18
    I test drove one at GDC, was pretty cool. May look at picking one up for thoe house.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Yea MoP, it's got like 8 programmable buttons. The little blue lights that are around it's base are buttons.
  • oXYnary
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    oXYnary polycounter lvl 18
    So you still have to use a mouse to work with the models geometry?

    Like is the workflow working with the mouse to edit geometry with your right (depending on which handed you are), having the space moving around while you do this with your left, and then quickly popping back to the keyboard when you need to select another function?

    So basically your left hand is moving around your workspace between the traveller and keyboard constantly?

    Or is it the opposite. You move the traveller with your right hand, jump your arm over (versus releasing your orbit button on the keyboard) to your mouse, and choose what you need to edit.

    In other words, does it add to the process creation time and fatigue with having to use 3 input devices? 8 buttons still leaves many back and fourth with the keyboard.

    nm, found picture. Which still leads to the above question.

    3a1_2hands.jpg
  • JKMakowka
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    JKMakowka polycounter lvl 18
    The 'not-traveler' variant looks a lot more ergonomic, but it seems like a cool device if the buttons are completely customizable (scripable would be even cooler).

    But the prize is a total turn-off frown.gif
  • Manic
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    Manic polycounter lvl 18
    someone half offered me one of these... maybe i should have taken him up on the offer
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Ox - I used this with 3dsMax. I use a cusomized quad menu and toolbar for everthing I do. I very rarely need to use the keyboard when working in 3dsMax. So, I suppose it's dependant on your app, and your workflow.

    Makowka, I'm not sure if the buttons are scriptable, but they are certainly programmable. I'm sure that you can assign macros and stuff to them without a problem. Whether you could assign in-app scripts to them, I'm not sure.
  • MoP
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    MoP polycounter lvl 18
    Well if you can assign in-app scripts to hotkeys, you could then assign the programmable buttons to the hotkeys, right?

    Yeah, I guess it would depend on workflow for how much use it'd get - personally I think I might get some decent use out of it, since when modelling I only really use 4-5 hotkeys anyway.
  • bearkub
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    bearkub polycounter lvl 20
    Seeing as how the price could be a big turn off..do you think this has an advantage over say, just a high DPI mouse with a wheel and a few extra programable buttons? From your view, of course. =]
  • thomasp
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    thomasp hero character
    i think i have said it in several threads: these input devices are very sturdy. it is no problem to get one second hand for a fraction of the price. resellers offload them in droves each time big companies switch their CAD workstation equipment.
    don't know that space traveller though, only the bigger ones (space mouse/ball). nice things but apps are not really built to take advantage imho. i wish there was a zbrush-driver though.
  • oXYnary
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    oXYnary polycounter lvl 18
    [ QUOTE ]
    one second hand for a fraction of the price. resellers offload them in droves each time big companies switch their CAD workstation equipment.

    [/ QUOTE ]

    Any examples? I'd be willing to try if I could get one second hand. I did try this before at Siggraph once and liked it. The thing was again, the price and how useful would it be?

    Hmm found one one ebay

    http://cgi.ebay.com/IBM-3DConnexion-Spac...1QQcmdZViewItem

    Its a older version and serial though. I also looked through the driver selection. Nothing about windows 64.. You'd think with the target audience?
  • thomasp
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    thomasp hero character
    does the target audience run windows64? dunno wink.gif
    these days workstations usually have at least one serial port. usb or serial version of the device doesn't make any difference in performance, really.

    and yes, that device is perfectly capable however i had one of those exact 4000flx's and personally prefer the space mouse (any model, really) for ergonomic reasons. the space ball is a bit lightweight which was problematic for me everytime i had to lift the ball. after a while it always felt like rsi extreme edition.

    as said, these things are nice to have but with the 3d apps i used it with (max, maya) it was a bit of an awkward feeling after a while. i had high hopes and liked it in the first hourse but now prefer the mouse + hotkeys for that. viewport navigation can be somewhat tricky, depending on scene scale and app-specific controls.

    i mainly used these devices with custom motion-capture software, where it was mandatory to have such a device connected.

    don't forget, these devices are mainly considered an advantage and used in CAD/CAE/CAM where default viewport navigation in those dinosaur apps can sometimes suck really hard.
  • stoofoo
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    stoofoo polycounter lvl 18
    I want the 5 minutes it took me to watch those videos back. It's a keyboard with a gimmick. I dont ever want to hear speak of "SPEED KEYS" and the next time i see someone tout a normal max hotkey as a feature, i'll kill them. This thing is garbagetown.
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    So, not having to press keys on the keyboard is garbage?
    I really enjoyed using it. No keyboard at all, unless I specifically needed a numberical value on something. I controlled navigation with the device, and everything else with my mouse. How can ergonomics and ease of use be garbage? I dunno...

    Everyone has their own opinion, though..
  • MoP
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    MoP polycounter lvl 18
    yes, but stoofoo's opinions are just louder than everyone else's (except maybe Poopinmymouth) wink.gif
  • thomasp
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    thomasp hero character
    just for the record, i installed my spacemouse for use with 3ds max ... again.
    newest driver (all in all over 70 meg's installed, yeah...) straight from their page and off i went.

    overall navigation seems improved, i had far less problems than before navigating around the view, no more total orientation screwups that had to be fixed by using mouse + hotkeys to navigate back into a useable position (most frequent annoyance with earlier drivers). however there are still some issues with user view - models suddenly jumping around during a smooth move, slight performance degradation.

    something in the control panel seems broken or whatever, my button mappings never stuck. after an application restart it was all back to default max functions, not mine.
    have now sent an angry mail to support, let's see what comes out of this. seems, the driver stores all the mappings somewhere hidden, probably in the registry, no chance to edit the stuff by hand or write-protect it.

    one thing that i found really annoying is that you can not invert the motion axes - it's possible to turn them on or off individually and adjust their sensitiviy though.
    this invert thing would be very handy and is implemented in their UNIX driver. can't understand why they left it out. well, i just requested it anyway.

    overall i can see how some of you were impressed when testing the device at a trade show. it makes fluent moves in the viewport easy. mouse+keyboard seems very rigid in direct comparison. but ... it's still so much faster and accurate than using the spacemouse. especially during modelling i found it hard to steer where i wanted to. my failures looked still cool though wink.gif
    i can see this device being useful for scene flythroughs but not in situations where you want to get to vertex 1023 as quickly as possible on the most direct way. so, not really useful for the majority of work...
  • doc rob
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    doc rob polycounter lvl 19
    I used a spaceball for about a week and found that it was cool to be able to rotate, zoom and pan all at once, but that viewport navigation wasn't as snappy as with a mouse. That, plus the fact that I use tons of hotkeys meant that it was not as good as a mouse/keyboard combo for me (even with the potential RSI benefits).
  • thomasp
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    thomasp hero character
    a two handed workflow utilizing lots of hotkeys without the keyboard can also be achieved by using something like the MS sidewinder strategic commander or certain belkin game-controllers. the hand then definitely doesn't have to work as hard as when operating the spacemouse, so i guess it's better, RSI-wise, too.

    i got me a sidewinder and have enjoyed using it, but i'm not specialized enough to make the most of it and it's not efficient to put 20+ hotkey-combos onto it because you'll never remember them all quickly enough. for e.g. a modelling or animation specialist doing a lot of repetitive tasks, this seems pretty useful though.
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