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Two-Fisted Computing

whiterat writes "3Dconnexion is selling a variety of input devices that provide a left-hand complement to the traditional computer mouse. The devices control the position of on-screen objects in design programs such as Adobe Systems' Photoshop and its 3D modeling application, Maya. That enables designers to work without constantly togging between 'view' and 'create' modes." Smash TV veterans need no extra training.

6 of 236 comments (clear)

  1. Re:Adobe Maya? by ChrisMG999 · · Score: 5, Informative

    No, but SGI does.

  2. Re:Can someone with some experience in these progr by KrispyKringle · · Score: 5, Informative
    Maya isn't CAD, just so you know. CAD is more for engineers; Maya is for design in the sense of cool-looking things (as opposed to architectural diagrams--NB being that I've never actually done CAD, but I do know Maya).

    The deal with Maya is that to easily create in 3d, you actually work in a 3d environment. Navigation, just as in a video game, is done with one hand on the mouse and one on the keyboard. The keyboard hand is used to select tools, etc, and to choose what mode the mouse input goes in. The mouse is used to rotate, scale, and pan the object in front of the camera (or the camera around the object, depending on your philosophy). For example, holding CTRL while using the left mouse button rotates (if I remember right--I really can't tell offhand without actually doing it).

    So because input is so odd in such a program, I can imagine many ways to do it differently (unlike, say, typing, in which there really is only one obvious paradigm--one key per letter). I don't know specifically how they implement this, and I do personally feel relatively comfortable with the current setup, but it could be neat.

    On a tangent, though, I think personally the big issue with working in 3d is not input per se, but the fact that the input and display are both two dimensional, despite the goal being to create something three dimensional. So for example, how two dimensional movements on a mousepad translate into three dimensional rotation can be kinda hard to get used to, and quite hard to be precise with. Also, I occasionally found myself, when I was first learning Maya, trying to move my head to look around the edges of an object (quite silly, I know). So the limitations of a two dimensional screen are also clear.

  3. That was the plan by steveha · · Score: 4, Informative

    The original creator of the mouse, Douglas Engelbart, always assumed you would use a one-handed "chord" keyboard with one hand, and use the mouse with the other hand. From what I have heard, if you invested the time to learn this, you could really rock.

    http://sloan.stanford.edu/mousesite/1968Demo.html

    steveha

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
  4. Re:Adobe Maya? by Brendor · · Score: 4, Informative
    No, but Maya is a plug-in for Photoshop and I think that was the context within which that statement was made.

    Aah, no.

    Maya is a high end 3d design and rendering tool used primarily in TV/ feature film and video-game production. The main relation it has to Photoshop is that you can paint textures for objects using photoshop.

    As for the article, this seems mildly redundant at best and useless a worst. Graphic Design is my living (not exactly by choice . . ), and despite the spin in the article, my left hand is often as useful or more so than my moue hand. I taught myself photoshop 3 and have been getting more efficient at using it since then.

    To get the most out of its tools, access to the shift and alt(option) keys is nessecary (subtracting from a selection for example). Holding down the spacebar completely eliminates the need to use the scroll windows at all. Learning keyboard shortcuts eliminates the need for most menu operations in a session, not to mention being that "cmd(ctrl) L" is much more effecient than menu selecting "Image>Adjustments>Levels."

    I'm sure this device is useful for CAD, but the description doesn't sound like it is easier than pressing the space bar in photoshop or the option key to navigate Maya.

  5. Been there, done that by K8Fan · · Score: 4, Informative

    The TDI Explore system (the 3D software that was purchased by Wavefront, merged with Alias and became Maya) was based on the SGI "knob box".

    This was a set of 8 rotary encoders, and virtually every function used the knobs. For instance, X and Y movement would be handled by the mouse, and Z with a knob. Z, Y and Z scaling would be three more knobs. Z, Y and Z rotation would be another three.

    The knob functions would change based on what object you were manipulating. So the camera would have "Field of View" as one knob, and while the mouse handled U and V translation around the target, a knob would handle "trucking" (movement towards the target).

    This was everywhere in the program, and I found it to be the fastest 3D interface I've ever worked in. The whole idea of "one hand on the mouse, one on the keyboard" is actually a canard - most people actually type with both hands, and have to bring their main hand into play to type anything of any length.

    Of course the system had keyboard shortcuts. But most keyboard shortcuts are used to switch the mouse's functions. With the knob box, we had 8 adjustable parameters, plus the mouse. There are few items on a 3D world that have more than 8 parameters to change at a time.

    I miss it.

    --
    "How perfectly Goddamn delightful it all is, to be sure" Charles Crumb
  6. This is sort of old news really, by PotatoHead · · Score: 4, Informative

    the little knob with the fancy brushed metal look and blue LED's is cool and small, but really it's just a

    Spaceball.

    They have been around for a long time. CAD programs such as, Pro/e, I-deas, Solid Edge, Maya, Alias Studio Tools and others all have support for these devices, though Maya only recently joined that group for some reason.

    The primary advantage is being able to very quickly establish a particular point of view for working on the model. A secondary one is to be able to dynamically change that point of view without having to leave the command you are in, or divert your mental attenion away from the task at hand.

    Most other input schemes involving the keyboard and mouse cause you to give up your current state only to rotate or scale the model then re-establish said state. With one of these it is possible to be picking on things, making decisions, assembling parts all while moving (or flying as I see it) around the model space.

    They also save considerable time over traditional nav tools, even if they are well developed and mature tools. Most nav tools have the hardest time helping the user deal with large changes in scale or orientation. Often the best comprimise is to use stored views in lieu of many repetitive command, mouse drag, command mouse drag sequences.

    These devices allow motion in all 6 degrees of freedom without any context changes. A simple pull of the knob upward maintained for a half-second or so, combined with a slow twist throughout can perform the same function as zoom all, pan, zoom window or area, and rotate commands do.

    (Picture looking at one small part of a 1000 part assembly knowing the next item of interest lies behind you and to the left. If you were to just 'move' there that is what these little devices do. Using the keyboard and mouse is like telling somebody else where the item is and how you would like to get there. --For what that is worth!)

    They tend to be costly little buggers though.

    It takes about 2 hours to bond with the device. After that, you will either love it, or hate it. A lot of this depends on the tool at hand as well. Some CAD tools have pretty good nav tools, so you don't have as much pain dealing with them. Others basically demand a controller like this (hey Unigraphics!) to get work done in a reasonable manner.

    This new little toy has 5 or 6 little buttons around the edge that can be programed for different tasks. The device communicates via USB. Most programs need a driver of sorts, though they can be downloaded for free from the website. Some packages have the support built-in. (I-deas, Unigraphics, Pro/e, Alias Studio, others...)

    If you have large hands, this particular model will annoy you because it is little. Get one of the older devices that looks more like a hockey puck attached to a little stand. --Easier to manupulate, cheaper, and works exactly the same way.

    Personally, I really like these things. Having used a number of CAD programs over the years, I can say they make a big difference. Traditional MCAD programs benefit most from the device when users are performing assembly and modeling, though to a lesser degree for the latter.

    They are almost useless for 2D tasks because very few drafting / detailing programs actually make use of the device. For those that do, being able to pan and zoom while picking is nice, but often not much of a help over traditional view manupulation tools.

    You can also do bizzarre things with it as well. Doing fly-through animations manually, just by flying around the model is pretty cool. It's easy to whip one of these out compared to keyframing all the different camera locations, or setting up many different views in an MCAD package.

    If you are lucky enough to have a workstation configured with the 3D glasses and higher end MCAD software, you will find visualization tasks are excellent using one of these, but the 3D will give you a headache after about 30 minutes.

    Anyway, cool stuff that I am happy to see on /. but clearly old news.