"Fit view to selection and orbit"
by Steve · in Torque 3D Professional · 07/01/2009 (6:18 am) · 5 replies
May I ask what the rationale was/is for changing this feature from how it used to be in Beta2? Personally, I can't stand the orbit camera. It was a lot better the old way, when it fit the view and left the camera standard.
Is there any other way to click an object in the scene tree and have the camera moved to it, without invoking Orbit mode?
Is there any other way to click an object in the scene tree and have the camera moved to it, without invoking Orbit mode?
#2
07/01/2009 (1:38 pm)
When you say it "should" release the camera, do you mean it would be nice if it would as an added feature or that it is intended to work that way right now? Because, yes, I agree it can't be done that way right now, you have to click camera/world camera/standard now.
#3
If they change it so F toggles back to free mode it would make it incredibly easy to navigate levels in the editor. You could click an object far away, press F to go to orbit around it, then press it again to go back to free mode and not having to fly all the way there manually.
07/01/2009 (3:17 pm)
I'd consider the lack of an intuitive shortcut key to go back to free mode as a bug. Right now it just re-fits the object in the camera, which isn't all that useful.If they change it so F toggles back to free mode it would make it incredibly easy to navigate levels in the editor. You could click an object far away, press F to go to orbit around it, then press it again to go back to free mode and not having to fly all the way there manually.
#4
07/01/2009 (4:49 pm)
Logged as THREED-554 for further discussion.
#5
07/01/2009 (6:49 pm)
thank you!
Associate Manoel Neto
Default Studio Name