So, I have been eyeing a 3d mouse for a while and they are just starting to write drivers for sculpting programs like zBrush and mudbox. I want to ask you guys what your experience is with 3d mice like say,
3DConnexion's Space Navigator. Worth it, or gimmicky and useless?
Also, can you use them to fly a chopper in BF3...
Replies
Its a cool idea. I like to use it with google earth to explore places - but if you think about where your hands are during what you normall work on (you mentioned zbrush - so one would be wacom, the other would be the keyboard for hotkeys). Sure, you can program a 3D mouse with your hotkeys and I would be curious to see how nicely that might work with Zbrush. In general though, I don't recommend it.
how is the driver support for zBrush? can you control your camera as you sculpt?
I'm surprised they aren't more popular - it takes about a day to get used to it, then set up up the programmable buttons for your most used actions, and use the keyboard for the rest.
Another problem you may face - you'll have to get accustomed to this rather unusual freedom of navigation
So it almost can't simplify a job like modeling an "orbitable" objects (non-interior) - characters, game props and so on.
Some valid points all around. I love the idea of it, its a great tool and a overall better concept. It may just be that you would have to spend a lot of time really adapting a new workflow with it and coercing the programs you use to work with it well. Certainly can be done, as evidenced by what some people above have said. All in all though, I find it more efficent to stick with some of the older ways of things. I think I may actually bring mine in to work and use it to display models to the art director and such within Maya - but its more of a novelty than a major workflow altering device for me. Judging by the comments, it seems I am not the only one.
Hope we have been able to help, rather than just confuse you further!
I'll have to check it out next time I'm at a computer with one.
I have yet to see this since I got mines 5 days ago.
My main gripe with them is simply that its another thing you use in your hand that controls the camera but not much else. Most camera controls are tied to your mouse buttons and commonly used keys like CTRL and ALT, but these buttons also control commonly used tool options like additive and subtractive options as well as loop and ring selects.
Because you are using a separate physical tool to rotate your camera, you most likely need to devote specific macro keys to just get simple button presses like SHIFT, CTRL, and ALT mapped so you can use basic selection / tool functions that are mapped to those keys, which then eats into the amount of macro keys you have. Not to mention that you can layer commands using modifier buttons. For example, in my set up my "t" key is for my top view, but my "CTRL t" is a hotkey for my extrude tool.
None of this is really ergonomically accessible when you are using one of those tools, and for the most part, it ends up being much more of a hastle then just learning your camera controls and your left key hotkeys.
This might also come down to what kind of CG work you do as well. Since I'm a modeler that is constantly rotating my work while I work on it I don't get much use out of it as constantly removing my hand from it to go back to my keyboard ends up hurting my workflow. But my friend that does Lighting has one of these tools and loves to use it to position lights and the like.
If I could have a live connection between UDK Play in Editor mode (with my 360 controller working even when the window is not in focus) and 3ds max, I would love it. think about it, place a polygon, extrude and edge and immediately test it in udk without BSP, reimporting or restarting PIE. :poly121: