I have noticed that view angle affects to way how roll acts... For example if I see cube (on 0, 0, 0) slitely from top or bottom, view will roll just fine. But if I see cube from almost same level where cube's pivot is(slitely above that), roll movement will get stuck. It will then roll very badly or doesn't roll at all (some times roll wil get reversed!?).
Is it bug or am I doing something wrong?
I'm using scene/object setting as camera setting and disable rolling is on(so roll should get around Z axis).
OK, with zoom direction Z, all works fine without locking effect, but with Y zoom not Is there any way to switch Z and Y because in max world Z -> Y and Y -> Z
Tak wrote:OK, with zoom direction Z, all works fine without locking effect, but with Y zoom not Is there any way to switch Z and Y because in max world Z -> Y and Y -> Z
You should consider that your setting changes the position of the axes and you should try to imagine that in the situation you choose you should navigate differently as well. Please try it out - it works.
Your roll axis inside MAX is moved to your device spin axis when you change the zoom direction. No axes are lost in this reorienting process.
You can see what is going on by selecting the dominant check box in the 3DxWare GUI (3Dconnexion Control Panel). You will then get only a single rotation (or a single movement) around an axis at a time. That should help you train your hand. The dominant filter will eliminate the cross talk that you are seeing. It is probably cross talk that is causing the roll direction to appear to reverse.
I can send you a config file that will not change your roll axis when you change your zoom direction, if you wish.