@unknownuser said:
Hi,
Very nice plugin!
Thanks Yoni
@unknownuser said:
- Works really well the minute you get the speed right! around 400-500 km\h max works good for me. I'm working on a model that is in cm. for some reason I don't believe I am traveling at 500 km\h. It must be a bug in the units or something.
It is an error on my part, my unit conversion isn't working like it should for any model units other than millimeters. In the next release (which should be available in about 3 weeks) this is fixed. There's a raft of other changes and some unrelated work that's delaying the release.
@unknownuser said:
- I tried recording the movement with 'camera recorder' and it works pretty well!
Are there any other good ways to record the movement? Are you thinking of integrating something like that?
Camera recorder is probably the best thing available for recording the camera movements, but it does have some issues as you've probably noticed. This is because Camera recorder was based on Sketchup's walk tool. Floating Camera added features that are outside the scope of the walk tool. To get a good recorded camera path from Floating Camera you'd need a script that can smoothly interpolate camera positions, that can store camera data (like roll, interval, fov, etc) as attributes or definitions, and that can provide a good suite of editing tools to edit all of this data. It's quite a mean feat of coding so no promises, but I am looking into this.
@unknownuser said:
- For maximum control, I would suggest to add the option for controlling 'pitch'(up and down) and 'yaw'(left and right) with the keyboard and not only with the mouse.
I'm probably more of a fan of the mouse than you are. In sketchup the mouse represents the only analog input, so it gives you a smooth gradation of control over pitch and yaw.
The problem with keyboard inputs is that they're either all or none. This is probably ok with PC games like 'Descent II' as you're using these keys in an early video game environment (you sort of overlook/accept the violent way that you control the game). From a video presentation perspective, its really really bad.
The way I see it is that Floating Camera is designed for two purposes: 1. to provide a simple interactive navigation in Sketchup, 2. to produce smooth camera paths for export to video. For both of these purposes the keyboard + mouse combo isn't really ideal. I'm looking at 5th/6th generation console controller integration for the next release, as these provide the best of both worlds (IMO). They're an easy to use navigation controller, and they provide very, very smooth control. The only problem is what I mentioned before, the mouse is the only analog input to sketchup through ruby. I'm working around this by using the keyboard as a binary system, which is probably not the best idea, but it'll provide smoother camera control without the need to write a huge C++ script to get gamepad inputs into sketchup.
I'm currently working with:
PS3 Sixaxis controller (usb input) (cheapest option)
XBOX 360 Wireless controller with a wireless gaming receiver
XBOX Kinect (lots of setup required, but almost no troubleshooting)
I'm currently ignoring with prejudice
Wii remote (interesting, but not enough analog inputs)
PS3 Move (?)
If you've got any suggestions I'd love to hear them
@unknownuser said:
- Holding down Shift was used for Run/Walk mode - would be nice too!
Hopefully using more analog inputs will negate the need for this, but I guess it would be nice to have to save a few seconds between camera setup.