Is there a method to zoom faster (farther)?

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Comments

  • I just came across this thread.

    I would love to see Daz implement something like you can find in the Unreal Engine: there is an icon to select the camera movement speed.

    This would be so helpful! 

    I'm used to leaving the keyboard navigation disabled because I often press keys by mistake, but it seems that when working in big environments there is no better way of doing the zoom in Daz Studio for now...

  • jjmainorjjmainor Posts: 490

    Focusing on an object is spotty for me.  Sometimes it will focus soomed in like I want, Other times it will focus, but zoomed out.  Sometimes it is so zoomed out when I hit the focus button, it feels as if I had the entire scene selected...which I don't.

     

  • xyer0xyer0 Posts: 6,062

    Daz 4.9 If I use the right click zoom too often (exactly how much I'm not sure) the camera perspective becomes distorted. Once this happens, I just stop using that camera until I exit Daz.

  • mr clammr clam Posts: 707

    Yeah, navigating huge sets is a drag when using a mouse. Once or twice I've gotten so frustrated that I did all my posing on a Macbook and then transferred it over to a PC to render. Mac trackpads allow you zip around very quickly and easily. Not an elegant or an ideal solution, but it's helped protect my monitor from my fist!

  • tkdroberttkdrobert Posts: 3,579

    I've noticed that the further you move an object away from the loading point, the harder it is to zoom in on it.  I don't see that problem in Poser.

  • xyer0xyer0 Posts: 6,062

    I generally keep my main character/object at world center, and I parent everything else to whatever set/environment I'm using. I then move the set/environment rather than my main character/object.

  • DripDrip Posts: 1,206
    edited August 2019

    i'm pretty certain the camera movement using the mousewheel is completely linear. While it would be nice if they came up with some method to make that movement exponential, depending on the distance from the focal point, and/or the amount of screenspace the selected object takes up, that might introduce some other problems. The best way to move around a scene is sadly typing coordinates within the parameters, which needs a bit of math to figure out the right position. And that sadly can't be done for the Perspective View.
    TIP: If your focal point is near 0,0,0, then you can put multipliers into the Translate X/Y/Z parameters of your camera. So if you want to increase camera distance 3 times, and your camera is at (145,190,370), then you can put "145 * 3" into the Translate X parameter, "190*3" into the Translate Y parameter, and "370*3" into the Translate Z parameter for the camera. Studio will make the calculations for you then. 3 times closer would be "145 / 3" for Translate X, etcetera.

    What would be really ideal, is some "slider bar" to set the distance from the focal point. Maybe the developers at Daz can add this themselves sometime, though I'm sure some PAs could actually make a product for this.

    Post edited by Drip on
  • xyer0xyer0 Posts: 6,062
    edited August 2019

    @Drip, thanks for the tip.

    Post edited by xyer0 on
  • DripDrip Posts: 1,206
    xyer0 said:

    @Drip, thanks for the tip. Now, each of your translation parameter entries are formatted differently (spaces, symbols [asterisk/x). Is this on purpose, or is it a typo? 

     

    More a matter of having had a few beers, though I added some spaces for clarity (it works both with and without spaces). Proper multiplation symbol would ofcourse be *, not an x, I'll edit that out.

  • xyer0xyer0 Posts: 6,062
    Drip said:
    xyer0 said:

    @Drip, thanks for the tip. Now, each of your translation parameter entries are formatted differently (spaces, symbols [asterisk/x). Is this on purpose, or is it a typo? 

     

    More a matter of having had a few beers, though I added some spaces for clarity (it works both with and without spaces). Proper multiplation symbol would ofcourse be *, not an x, I'll edit that out.

    @Drip, thanks for the clarification, and Cheers!

  • JonnyRayJonnyRay Posts: 1,744

    For long distance zooms in the ViewPort, I'll also use the magnifying glass (Dolly Zoom) and then use the adjustable DPI on my gaming mouse to speed it up so that each swipe of the mouse while holding down the right button moves a longer distance.

  • L'AdairL'Adair Posts: 9,479

    My sneaky trick for zooming long distances is to first select the object, then change to the geometry editor tool and select some of the polygons. Then I click on the "+"  icon. The object, specifically the selected polygons of the object, fill the viewport. I then deselect the polygons and switch back to the tool I actually want to use.

  • ProtozoonProtozoon Posts: 554
    L'Adair said:

    My sneaky trick for zooming long distances is to first select the object, then change to the geometry editor tool and select some of the polygons. Then I click on the "+"  icon. The object, specifically the selected polygons of the object, fill the viewport. I then deselect the polygons and switch back to the tool I actually want to use.

    I do that too! It works.

  • RawArtRawArt Posts: 5,962

    I select the objects I want to have in the shot and click on the "view frame" icon in the viewport

     

  • tkdroberttkdrobert Posts: 3,579
    RawArt said:

    I select the objects I want to have in the shot and click on the "view frame" icon in the viewport

     

    That doesn't always work.  If the object in your sceane is far away from the normal loading point, it won't always zoom in.  It's only a problem when I'm doing large sceanes with models spread over a large area.

  • L'AdairL'Adair Posts: 9,479
    tkdrobert said:
    RawArt said:

    I select the objects I want to have in the shot and click on the "view frame" icon in the viewport

     

    That doesn't always work.  If the object in your sceane is far away from the normal loading point, it won't always zoom in.  It's only a problem when I'm doing large sceanes with models spread over a large area.

    You don't have to be far away, either. I started with DS 4.6, and back then, if I clicked in the "view frame" icon, ("+" in the upper right corner,) the selected object always filled the viewport. Somewhere along the line, DS started taking into account objects that were between the camera and the selected object, and now it's just as likely to be several meters away as it is to bring the camera to the object I want to see close up.

    I'd really love for it to work the way it used to. Or to have the ability to hold down a key when I click and have that work the way it used to. Then we get the best of both.

  • KravenKraven Posts: 16

    What I do is create a camera and then translate the camera around.  It might not be the best solution but works faster than using the Perspective View.

  • SevrinSevrin Posts: 6,310
    Kraven said:

    What I do is create a camera and then translate the camera around.  It might not be the best solution but works faster than using the Perspective View.

    The problem with using a camera is that every change in camera view is added to the limited undo stack.  With perspective view, this is not the case.

  • FirstBastionFirstBastion Posts: 7,850

    It is generally better to use the perspective view to MOVE TO  the object then CREATE a new camera at that position. It is not uncommon to have 10-20 cameras available for each scene.

  • posecast said:

    I am working with some sketchup models and it takes forever to zoom in. Any help would be appreciated!

    Using a Space Mouse allows you to zoom, pan, etc. extremely fast in Daz, (Similiar to the controls in a first person video game). You will need to install the Space Mouse Software and adjust the settings, because the default are way too fast.

    I can't recommend Space Mouse.

    They are coated in a rubber material that dissolves to a gluey mess after a couple of years.

    It happened to mine, and many others going by complaints on the web. Apparently they are still using the same material regardless, so it will dissolve over a fairly short time.

  • davesodaveso Posts: 7,177
    Taoz said:

    Yes, would be nice if you e.g. could speed up the controls like 10x (or user defined) by pressing ctrl or something while using them.

    However there actually is a way to speed them up, using the Scene Navigator, where you can set the speed you prefer (a "restore to default view" button would be nice here btw).


     

    how do you get the controls to pop up?

     

  • daveso said:
    Taoz said:

    Yes, would be nice if you e.g. could speed up the controls like 10x (or user defined) by pressing ctrl or something while using them.

    However there actually is a way to speed them up, using the Scene Navigator, where you can set the speed you prefer (a "restore to default view" button would be nice here btw).


     

    how do you get the controls to pop up?

     

    Tools>Scene Navigator - the tool name is shown at the top of the Tool Settings pane.

  • HeraHera Posts: 1,958
    L'Adair said:
    tkdrobert said:
    RawArt said:

    I select the objects I want to have in the shot and click on the "view frame" icon in the viewport

     

    That doesn't always work.  If the object in your sceane is far away from the normal loading point, it won't always zoom in.  It's only a problem when I'm doing large sceanes with models spread over a large area.

    You don't have to be far away, either. I started with DS 4.6, and back then, if I clicked in the "view frame" icon, ("+" in the upper right corner,) the selected object always filled the viewport. Somewhere along the line, DS started taking into account objects that were between the camera and the selected object, and now it's just as likely to be several meters away as it is to bring the camera to the object I want to see close up.

    I'd really love for it to work the way it used to. Or to have the ability to hold down a key when I click and have that work the way it used to. Then we get the best of both.

    I'd love for that to be fixed, I used to use it all the time. And it's been years since I reported the error.

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