Spacenavigator & Blender 2.5

Questions and answers about 3Dconnexion devices on macOS.

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dvwood7
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Joined: Thu Jul 08, 2010 8:04 am

Spacenavigator & Blender 2.5

Post by dvwood7 » Thu Jul 08, 2010 8:11 am

Hello Dudes & Dudettes,

I have tried installing the drivers for the Spacenavigator to work with Blender 2.5, but without any luck.

Basically I downloaded the 3DxBlender2_47-MacOSX, and in the readme file it says that I have to copy/paste the 3DxNdofBlender.plug file into the plugin folder in Blender. The problem with this Spacenavigator driver is that there are 2 folders that are called i386 and ppc, that both have the 3DxNdofBlender.plug file. I have tried copying both folders in Blenders plugin folder and also copying them individually - and still nothing happens.

I am on a MAC 10.5.8 and trying to use Blender 2.5 Alpha.

Does anyone have any hints to what I can do in order to use my Spacenavigator??

I would really appreciate it!!

Phil999
Posts: 397
Joined: Tue Jun 30, 2009 5:20 am

Post by Phil999 » Thu Jul 08, 2010 8:43 am

I think 2.5 does not work yet with 3dx devices. One must use 2.49 (Windows). Everybody with a 3dx device is waiting for the final 2.5 version.

dvwood7
Posts: 5
Joined: Thu Jul 08, 2010 8:04 am

Post by dvwood7 » Thu Jul 08, 2010 11:19 am

No waaaayyy.... this totally and utterly suxx... Any news on when this is coming??

cinmay
Posts: 1
Joined: Thu Jul 29, 2010 5:29 am

Post by cinmay » Thu Jul 29, 2010 5:39 am

A Google Summer of Code student named Mike Erwin is working on a new and better integration of exotic and fancy input devices in blender 2.5x.
He has menconed that he is working with a space navigator. Her is some progress updateds:
http://lists.blender.org/pipermail/soc- ... 00065.html

till213
Posts: 10
Joined: Mon Aug 23, 2010 2:54 am

Post by till213 » Mon Aug 23, 2010 6:43 am

However I can confirm that the plugin provided by 3Dconnexion "MacWare 1.6.1" works with Blender 2.49 on Mac (10.6.4).

mooncaine
Posts: 16
Joined: Wed May 07, 2008 10:48 am

Space Navigator not working with blender 2.5 beta yet

Post by mooncaine » Wed Sep 29, 2010 5:43 pm

Any news or hope that my Space Navigators will work with blender? The beta looks really good. I sure wish my Space Navs worked with it.

dickda1
Posts: 8
Joined: Sun Dec 27, 2009 4:56 pm

Space navigator and 2.59 RC

Post by dickda1 » Thu Aug 11, 2011 8:02 pm

Space Navigator now works with Blender 2.59 RC!
:D :D :D :D :D :D :D :D

-Dick

bernardo_86
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Joined: Sun Aug 21, 2011 4:57 pm
Location: Costa Rica

Post by bernardo_86 » Sun Aug 21, 2011 9:31 pm

I installed Blender 2.59 on my mac ( OS X 10.6.8 ) and installed -3DxWare 10 Beta 4-
My SpaceNavigator works almost fine in Blender (perfectly in Maya 2012), but the pan and up and down functions are not available. Is anyone else having the same problem? Could you help me?
Thanks!

jwick
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Post by jwick » Mon Aug 22, 2011 5:38 am

If it is the same as the PC, the interface they designed does panning by holding down the keyboard's shift key. You can also do fly mode (shift+f). To change the center of rotation, right click on an object and press the 3Dx device fit button. The center of rotation will now be at the center of that object.

bernardo_86
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Location: Costa Rica

Post by bernardo_86 » Mon Aug 22, 2011 8:08 am

Thanks! but.... you mean there's no option to do it like in the old versions? For example this guy here is moving around using only the 3-D mouse: http://youtu.be/z0F0ammzf34

It makes no sense to have to use the shift key on a spaceNavigator... p.s. I don't like the fly mode at all :P

jwick
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Post by jwick » Mon Aug 22, 2011 8:24 am

The blender integration was done by the blender community. The developers are very responsive to user suggestions. I assume they will be enhancing the interface as users, like you, contribute your insights of its actual and desired usage.

I'm not an animator. I can't contribute much to the design process. But I think, at least an option to turn on/off the simultaneous panning would be a good suggestion.

Admittedly, you don't have to chase the rotation point around with this interface. It only moves when you want it to. I think there is something to be said for that.

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