Forum Moderators: TheBryster
Bryce F.A.Q (Last Updated: 2024 Nov 26 4:28 pm)
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.
I think it's that way so the movement matches the orientation of the doohickeys. Supposedly it makes it easier for beginners who don't care about x,y,z..
Years ago I made a default scene that was set up oriented differently, but it was the Director's view, not Camera view. I lost it somehow and have to make a new one. But there's a bug in Bryce that has never been fixed. Link Sun to view works, but link Clouds to view does not. So if you orient your scene differently the clouds don't look anything like the little thumbnails. Sometimes it doesn't matter, other times it does.
I'm using Bryce 6.1 on a new machine now and it feels so strange going back to the 'old' way.
Notefinger: It does make sense to straighten things up and I've had my default scene setup that way for ages.
BTW I always work from Director's view. I find it easier to control.
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All the Woes of a World by Jonathan Icknield aka The Bryster
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I guess the logic is that it is the perspective view; so it needs some perspective.
I always change the view anyhow. And it isn't ever the same twice, cause I just move the camera where it looks right to me. I keep the preview on Camera View.
I switch from camera to director alot, and use the snap camera to director (and the opposite) a lot.
I use the director view to position my render view (then snap camera to director).
I also use the director view to position objects and I always render from camera. Just a habit.
I'll be opposed to anything that makes the Bryce viewport, object manipulations, or GUI behave anything like Poser / D|S.:biggrin:
Friends don't let friends use booleans.
Quote - I think it's that way so the movement matches the orientation of the doohickeys....
doo·hick·ey [ d hìkee ] (plural doo·hick·eys)
noun Definition: doohickeys -a technical term first used by Brycers to describe the miscellaneous tools in the program. Thingamabobs, whachamacallits and other such non-technical terms, are similar but are not to be confused with the technical attributes of a doohickey. [Late 20th century. Blend of "do what?" + "hickey"]
:)
BT
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Why is Bryse default camera orientation at an angle? What's the logic? If an object is needed to be moved back one has to zig zag it back rather then just change the Z axis. I changed my camera orientation so it looks straight on. Now when I put in a negitive Z number an object will go straight back. That's the way Poser and Daz Studio work.