I have to manually move those cameras when I'm modeling big things or in a weird scale.
About the Zoom, Maya does have a zoom tool. Or should I say 2 zoom tools. 1. 2D Zoom : Hotkey : \ Press \ and right click to zoom. \ and middle click to Pan. Press again \ to toggle between this zoom and normal view This Zoom and Pan doesn't change your camera settings and doesn't render. I don't really know what people use this for. 2. 3D Zoom: View > Camera Tools > Zoom Tool No hotkey by default AFAIK, but you can create your hotkey. This one is linked to the camera Focal Length. Martin On Thu, Oct 5, 2017 at 7:15 PM, Morten Bartholdy <x...@colorshopvfx.dk> wrote: > Holy crap, this is lame, even for Maya. Your suggestion works - upon > inspection the default cameras are too close to the large objects, which > effectively clips the closest parts. I had no idea, as there is still a ton > of stuff I don't know about Maya. This is after framing the objects using > both A and F in order to see what might fix it, plus trying to dolly away > to no avail. > > What I do know about Maya - never expect it to act or behave sensibly nor > logically :-/ > > Since you know the ins and outs - it drives me crazy that there apparently > is no actual zoom function in Maya wievports, like the one we know from > Softimage. I am talking about changing camera fov using Z interactively > while working on framing in a scene. Asking our Maya residents they reply > they don't use that so they don't know how. They say to select camera and > change fov in the Attribute Editor. > > How do you manage stuff like that (assuming you have found a smarter way). > > Thanks > Morten > > > > > > > Den 4. oktober 2017 klokken 19:15 skrev "Ponthieux, Joseph G. > (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>: > > > > > > So it seems I was wrong. The 1000.1 value can change when using the > Framing function. The F key. But It doesn’t change when attempting to zoom > or dolly in the front, top or side viewport using the mouse. > > > > What I am seeing is the part of a really large object closest the camera > is clipped and the near clip is incapable of seeing anything because the > camera head is not actually in front of the object. And I can't set near > clip to a negative value. Is this what you are experiencing? > > > > To replicate, in a new scene create a sphere with a radius of 1500 > units. Select the sphere and hit F key in the Front viewport. This > illustrates that part of the 1500 radius sphere is past the normal position > of the Front camera which is 1000.1 units Z. You can clearly see the > problem if you have the viewport set to shading. So in Front camera for > example you have to manually set camera Z to a value which places the > camera in front of all geometry, such as 1600 units Z, which means you have > to know the geometry extent relative that camera. And then make sure the > far clipping plane is beyond the far side. > > > > It seems that you can somewhat correct the situation by executing > View>Default View for the viewport in question, executing the A key or > selecting the object or objects then hit the F key. Then suddenly it will > set the Z extent in front of the selected geometry without difficulty. > > > > I'm seeing this in 2018 and all the way back to 2014. As long as your > scene is never beyond 2000 units wide, or twice the distance wide of the > camera position to world center, you're not likely to ever see the problem. > Further, the inability to frame on the object appears to be affected by the > size of the object rather than its position. In other words multiple > objects at a distance of 3000 units apart but at normalized sizes seem less > likely to exhibit the framing problem than one object that is 3000 units > across. > > > > I don’t recall if this is how it worked in the past. This does not seem > normal. But this seems to not be framing the objects correctly nor > permitting the user to dolly the orthographic cameras in a predictable > fashion without first executing Default View which apparently knows how to > correctly set the orthographic camera's lens position outside the volume of > the existing geometry. > > > > Joey > > > > > > -----Original Message----- > > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Ponthieux, Joseph G. (LARC-E1A)[LITES > II] > > Sent: Wednesday, October 04, 2017 11:56 AM > > To: softimage@listproc.autodesk.com > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > > > I'm seeing them work even after 1 Billion units in the front camera. > Having issues at 1500 units does not seem normal. I suspect the camera has > been edited. > > > > Check the following in the Front Camera: > > > > 1. Select the front camera in the outliner > > 2. In the attribute editor for front, is Z set to 1000.1. > > > > Top should have always have 1000.1 for Y, and Side should have 1000.1 > for X. These should never change though the remaining position values will. > > > > If they are not 1000.1, does setting them manually to that value fix the > problem? > > > > Alternatively, does executing View> Default View for each viewport fix > the issue? > > > > Joey > > > > > > > > > > > > -----Original Message----- > > From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ > listproc.autodesk.com] On Behalf Of Morten Bartholdy > > Sent: Wednesday, October 04, 2017 11:30 AM > > To: Official Softimage Users Mailing List. > https://urldefense.proofpoint.com/v2/url?u=https-3A__groups. > google.com_forum_-23-21forum_xsi-5Flist&d=DwIGaQ&c=76Q6Tcqc- > t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVM > srMw7PFsA&m=NyDUWHiGTmPTrUyJA1FzibkPOsRIiAEVWCVDPe_yfy0&s= > iAHP0nbxB5ngtcbuawEGG8f_VOSTfR3gqg7TD6w0uEw&e= < > softimage@listproc.autodesk.com> > > Subject: RE: OT Maya Q - default cameras clipping planes > > > > The scene is not that large - only about 1500 Maya units across and > deep. I have worked with scenes 100x larger in Soft. It seems ridiculous. > > > > Changing clipping plane values has no effect on the default scene > cameras - I am on Maya 2016 base version if that makes any difference, and > the cameras are neither scaled nor rotated as far as I can tell. > > > > I use wip cameras that I create for moving cameras around as I don't > know the do's and dont's with Maya default cameras, so I thought it better > to leave them be. > > > > MB > > > > > > > > > Den 4. oktober 2017 klokken 17:04 skrev "Ponthieux, Joseph G. > (LARC-E1A)[LITES II]" <j.ponthi...@nasa.gov>: > > > > > > > > > I’m wondering exactly how large your scene is. Sometimes things get > weird with astronomically large scenes. > > > > > > You should be able to edit the Far Clip Plane for frontShape, > topShape, or sideShape. I just tested this and it works as expected. But > the numbers I am using are less than 100K. > > > > > > Have the Top, Front, or Side cameras been edited in any unusual way? > They are special cameras, special objects if you will, that can act > bizarrely if treated like real objects, or articulated in ways they are > meant to be. Rotation or Scaling for example. They can be moved but should > only be articulated using the viewports. They are generally hidden by > default and should remain that way. I do remember having issues when > treating them in a non-typical way. But there is no obvious reason I can > think of that would directly prevent their clipping planes from being > edited. > > > > > > Joey > > > > > > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Wuijster > > > Sent: Wednesday, October 04, 2017 10:40 AM > > > To: softimage@listproc.autodesk.com > > > Subject: Re: OT Maya Q - default cameras clipping planes > > > > > > > > > I ran into the same thing for my last project. > > > Huge scenes that were clipped off in the default cameras, so a hard > time selecting stuff in the viewport. > > > Due to time limits I never had the chance to dive into this, so anyone > who can answer the question please do. > > > > > > And scaling up stuff, including cameras can result in some nasty > render surprises. Unless that has been fixed in the last couple of versions. > > > > > > Rob (already grey...) > > > > > > > > > > > > \/-------------\/----------------\/ > > > On 4-10-2017 15:48, Morten Bartholdy wrote: > > > > > > I have run into a problem with Mayas default scene cameras for top, > front and side views. It appears if I work with very large objects, like in > landscape scale, the objects are clipped by distance in the respective > cameras. Changing the clipping planes of these cameras does not work - the > objects are still clipped. A very unfortunate side effect is I can't select > components of my objects that are outside the clipping planes, ie. if I > have a long grid road piece and want to select edge vertices to move them > all, I can't do that from the side or front view - only the vertices > visible inside clipping planes get selected. > > > > > > > > > > > > The workaround (usual Maya style) is to either make new camera and > position as side- or frontview camera, because for new cameras clipping > planes work(!), or to select edgerings and move them instead of selecting > all vertices in sideview - or as our local Maya resident (a patient man > these days ;) says, to work at smaller scale and then scale up at the end. > I say it is moronic. > > > > > > > > > > > > I am sure you smart people have run into something similar and perhaps > have a more nifty workaround I can use. > > > > > > > > > > > > Thanks > > > > > > Morten (rapidly turning greyhaired while learning Maya) > > > > > > ------ > > > > > > Softimage Mailing List. > > > > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > <mailto:softimage-requ...@listproc.autodesk.com> with "unsubscribe" in > the subject, and reply to confirm. > > > > > > > > > > > > ------ > > > Softimage Mailing List. > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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