Talk:Bugs

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Suggestion:
Suggestion:
Camera placement logic is currently a bit counter productive.
Camera placement logic is currently a bit counter productive.
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Atm the camera is placed in the same way like a character. It seems to be created at the point you are looking at. Sadly it tends to snap to the nearest wall or floor. Than you are forced to fly around, trying to move and rotate the camera into the desired shot direction. Hard work with this very small preview window. The first workaround for me was to fly around, search my shotdirection, than rotate 90 degree, go a bit back and than create the camera and adjust it.
+
Atm the camera is placed in the same way like a character. It seems to be created at the point you are looking at. Sadly it tends to snap to the nearest wall or floor. Than you are forced to fly around, trying to move and rotate the camera into the desired shot direction. Hard work with this very small preview window. The first workaround for me was to fly around, search my shotdirection, than rotate 90 degree, go a bit back, create the camera and adjust it by flying around the cam and slightly moving it in small steps.
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The result was that such camera placement feels not intuitive. There is a harsh splitt between flying around like a virtual camera/director and the following camera placement&alignment.
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The result was that such camera placement feels not intuitive. There is a harsh splitt between flying around like a virtual camera or director and the following camera placement&alignment.
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Why don't you just create the camera a small distance away&in front of the current users view (using the same view axis)?
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I understand that this is technical needed (due node creation).
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Why don't you just create the camera a small distance away of the current users view (using the same view axis, f.ex. 64 units in front)?
The cam could be displayed as wireframed object, maybe framing the scene with their current FOV?
The cam could be displayed as wireframed object, maybe framing the scene with their current FOV?
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Than it would feel much more like directing - fly, search your shot, step slightly back and create a cam.
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Than it would feel much more like directing - fly, search your shot, step slightly back and create a cam node.
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btw: great tool!
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btw: great work so far!
--[[User:Polygonal|Polygonal]] 22:10, 31 July 2006 (MEST)
--[[User:Polygonal|Polygonal]] 22:10, 31 July 2006 (MEST)

Revision as of 20:17, 31 July 2006

The Textinput would still need some general tweaking but improved a lot. Also, some people reported Crashes to Desktop, though they were not reproduceable. --fiezi 05:49, 20 June 2006 (MEST)

.bat starts moviesandbox in windowed mode but no menue appears. Atm MSBver1320beta seems not to work on a clean .3369 ut04 version --Polygonal 21:44, 25 July 2006 (MEST)

This issue is adressed in the next Patch to be made available on Monday

Suggestion: Camera placement logic is currently a bit counter productive. Atm the camera is placed in the same way like a character. It seems to be created at the point you are looking at. Sadly it tends to snap to the nearest wall or floor. Than you are forced to fly around, trying to move and rotate the camera into the desired shot direction. Hard work with this very small preview window. The first workaround for me was to fly around, search my shotdirection, than rotate 90 degree, go a bit back, create the camera and adjust it by flying around the cam and slightly moving it in small steps. The result was that such camera placement feels not intuitive. There is a harsh splitt between flying around like a virtual camera or director and the following camera placement&alignment. I understand that this is technical needed (due node creation). Why don't you just create the camera a small distance away of the current users view (using the same view axis, f.ex. 64 units in front)? The cam could be displayed as wireframed object, maybe framing the scene with their current FOV? Than it would feel much more like directing - fly, search your shot, step slightly back and create a cam node. btw: great work so far! --Polygonal 22:10, 31 July 2006 (MEST)

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