notefinger opened this issue on Jun 11, 2007 · 9 posts
rstar posted Tue, 12 June 2007 at 12:13 AM
I've always wondered that, too.
Too bad the edit balls don't change orientation to match with the new camera settings. With the current angled perspective view, I can never get a true right, front, left, or back view to be correct unless I change the horizontal rotation in the director's view to make it possible first. The current setup creates some unusual results when rotated on different axis'' with the angled setup as it sits. The same goes for the material edit menu balls. Why did they decide that an angled view is natural or preferred as the default one?
Seems to me that the camera, (or Director), should always default to a front-to-back perspective on program loading where you can then reorient the mesh to your liking - even the perspective one.