hooglfun.blogg.se

Making a ramp with cheetah3d
Making a ramp with cheetah3d








making a ramp with cheetah3d
  1. #MAKING A RAMP WITH CHEETAH3D DRIVER#
  2. #MAKING A RAMP WITH CHEETAH3D FREE#

I'd ask for it to be a sticky post but I'm not sure it meets your standard for that. You should try them yourself to see if it makes a difference to you. More importantly, I added a second post that explains the best settings for the preferences pane for use with your app. The easy work-around is reversing all the axes in the settings pane, but it's best to make the normal way unchecked and let people reverse them if they want rather than the 'reverse' (pun intended!īy the way, if you think *these* posts are long, you should see the one I just wrote on what a 3D controller is for those that keep thinking they are mice, or why they should care even if they aren't. like the 'crate' demo app from the settings pane) but since you're obviously moving the entire scene, not just the selected object (the grid moves, etc.) it is in fact backwards. They're correct if this was 'object' based (i.e. That way we still get the precision, but we also get the speed when needed.Īlso, again, all of the signs of your axes are reversed. In other words, leave the low end alone at 1x, but as you push harder, the multiplier increases say to 5x or even 10x. I'd say a good 3x faster myself for a linear ramp, but my suggestion for the best way would be to implement an exponential curve instead of a linear scale.

#MAKING A RAMP WITH CHEETAH3D DRIVER#

Again, that's a simple checkbox in the driver so that can be easily worked around, but the sensitivity needs to be tweaked a little and that's what I'm referring to here.)Īyway, yeah, the 'move' axis needs to respond faster. (Martin, when addressing this, remember that the 'wooden crate' demo is 'object-based' whereas your application is 'scene' or 'camera-based' which may explain why you have to reverse all axes to get it to respond as it should.

#MAKING A RAMP WITH CHEETAH3D FREE#

You care about baby seals, don't you?!!!įeel free to ping me for more information. please tweak the responsiveness before final release. Once that's done, the sliders in the settings pane can go pretty much back to defaults, the 'dead zone' issue goes away, the app responds as normal, productivity goes up, user happiness levels get raised, baby seals stop getting clubbed, and peace and harmony is restored all over the world again! (It's most evident when twisting like a knob.) At first I thought I had a defective controller because it wasn't responding in that 'zone', but resetting the sliders to their defaults made the device perfectly responsive again losing the dead-zone, albeit in Cheetah3D we're back to the super-sensitive response due to again, the main slider being maxed out to assist the 'move' commands'Īgain, the dead-zone is not technically a Cheetah3D issue as it's in the driver's handling of the sliders in the settings pane, but this issue only surfaces *because* Cheetah3D's responsiveness to the device needs to be tweaked to match the demo app. This of course works, but introduces an issue caused by the driver itself in that when you pull the sensitivity of the twist/roll axes back to compensate, it doesn't simply adjust the 'sensitivity ramp' so to speak, but literally (also?) makes the device's 'dead zone' (the zone in which you have to move past before *any* response is set) larger, meaning now the speed of the roll/twist is better, but you have to actually twist/roll the device farther, past that 'dead zone' to even see any results of the adjustment. (You also need to reverse all axes, but that's simply checking boxes so it isn't a big deal.) This of course means you then also need to go 'pull back' the three roll/twist axes to compensate for the maxed-out main setting. Specifically, to get good 'move' tracking that more closely resembles the test applications provided with the device, you have to set both the overall main speed setting as well as all three 'move'-axes speeds to their maximum setting.

making a ramp with cheetah3d making a ramp with cheetah3d making a ramp with cheetah3d

However, now that I've tried two different devices on two different machines, it appears there still needs to be some final 'tweaking' of the responsiveness of the device within Cheetah3D before the beta goes final, or at least before v5 is released. Been using both the SpacePilot on my desktop and now the SpaceNavigator for Notebooks on my Air with Cheetah3D's latest beta with support for 3Dconnexion and all I can say is wow! What a difference a 3D controller makes with this app!










Making a ramp with cheetah3d