Viewport camera movement gets reset by RMB (zoom) when using industry compatible keybinds preset #107028

Closed
opened 2023-04-17 11:06:26 +02:00 by Mario Kotlar · 6 comments

Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29

Broken: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b
Broken: version 3.5.1 Release Candidate, branch: blender-v3.5-release, commit date: 2023-04-13 15:44, hash: 268d826a7601
Worked: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: rB55485cb379f7

  1. Orbit the view using Middle Mouse Button
  2. While still orbiting, without letting of of MMB, additionally also click Right Mouse button.

Expected behaviour: Right Mouse button has no effect, camera continues orbiting.
What happens: Camera resets to where it was at the beginning of orbiting.

_________________________ Additional info _________________________

Why this matters to me:

  • It breaks the way I customized camera navigation, making it no longer possible to emulate the orbiting behaviour of 3rd party game engine my team uses. And while I personally don't even use the industry compatible keybinds preset, my own preset has similarities in the way viewport camera is handled, which makes it affected by this bug in the same way.

Why this matters to others:

  • When using industry compatible keybind preset, users hold Alt while they want to manipulate camera, then they change between LMB, MMB, RMB to Orbit, Pan and Zoom the camera. This bug causes camera position to reset if LMB or MMB weren't fully let go off before RMB was clicked. Momentary overlap between inputs is a common occurrence when switching from holding down one key or mouse button to holding down another key or mouse button. Having viewport camera then completely reset without user's intent and expectation is disorienting and makes using Blender considerably harder and slower.

What I've tried:

  • Disabling all keybinds that use Right Mouse, it didn't help.
Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29 Broken: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: `1be25cfff18b` Broken: version 3.5.1 Release Candidate, branch: blender-v3.5-release, commit date: 2023-04-13 15:44, hash: `268d826a7601` Worked: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: `rB55485cb379f7` 1. Orbit the view using Middle Mouse Button 2. While still orbiting, without letting of of MMB, additionally also click Right Mouse button. Expected behaviour: Right Mouse button has no effect, camera continues orbiting. What happens: Camera resets to where it was at the beginning of orbiting. _________________________ Additional info _________________________ Why this matters to me: - It breaks the way I customized camera navigation, making it no longer possible to emulate the orbiting behaviour of 3rd party game engine my team uses. And while I personally don't even use the industry compatible keybinds preset, my own preset has similarities in the way viewport camera is handled, which makes it affected by this bug in the same way. Why this matters to others: - When using industry compatible keybind preset, users hold Alt while they want to manipulate camera, then they change between LMB, MMB, RMB to Orbit, Pan and Zoom the camera. This bug causes camera position to reset if LMB or MMB weren't fully let go off before RMB was clicked. Momentary overlap between inputs is a common occurrence when switching from holding down one key or mouse button to holding down another key or mouse button. Having viewport camera then completely reset without user's intent and expectation is disorienting and makes using Blender considerably harder and slower. What I've tried: - Disabling all keybinds that use Right Mouse, it didn't help.
Mario Kotlar added the
Priority
Normal
Status
Needs Triage
Type
Report
labels 2023-04-17 11:06:26 +02:00
Mario Kotlar changed title from Viewport camera movements gets reset by RMB (zoom) when using industry compatible keybinds preset to Viewport camera movement gets reset by RMB (zoom) when using industry compatible keybinds preset 2023-04-17 12:15:08 +02:00
Member

Hi, thanks for the report. This doesn't look like a bug codewise.
Right click and escape key is cancelling the rotation operation (sets event code to VIEW_CANCEL).
When above condition is hit, View matrix is set to its previous value, see: https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/space_view3d/view3d_navigate_rotate.c#L384

Will check which commit added cancellation behavior.

Hi, thanks for the report. This doesn't look like a bug codewise. Right click and escape key is cancelling the rotation operation (sets event code to `VIEW_CANCEL`). When above condition is hit, View matrix is set to its previous value, see: https://projects.blender.org/blender/blender/src/branch/main/source/blender/editors/space_view3d/view3d_navigate_rotate.c#L384 Will check which commit added cancellation behavior.
Member

Will check which commit added cancellation behavior.

This is done in 0b85d6a030
Also mentioned in release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.5/User_Interface#Viewport
Not a bug, closing.

> Will check which commit added cancellation behavior. This is done in 0b85d6a030a3fc5be10cce9b5df7a542a78b4503 Also mentioned in release notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.5/User_Interface#Viewport Not a bug, closing.
Blender Bot added
Status
Archived
and removed
Status
Needs Triage
labels 2023-04-18 06:42:20 +02:00
Author

I appreciate your prompt response to my bug report, and I understand that the behavior I reported was introduced intentionally in the commit 0b85d6a030. However, I'd like to kindly ask you to reconsider this design choice, as it impacts not only the industry compatible keybind preset users, but also other custom presets that rely on similar viewport camera handling.

As I mentioned in my initial report, the current behavior of viewport camera resetting upon pressing RMB during orbiting causes disorientation and significantly hinders the user experience for those using industry compatible keybinds preset. I understand that the cancel feature can be useful in certain situations, but it would be greatly beneficial if users could have an option to disable or modify this behavior according to their preferences.

This way, the default behavior can be preserved for those who find it useful, while also not breaking the industry compatible keybinds preset, which could have this option disabled by default.

While this behaviour itself might not technically be a bug due it being a feature, the unintended consequence of that feature manifests as a bug from a user experience standpoint, as features that used to work properly no longer does, so I feel it would be good to reopen this as a bug, rather than considering it a feature request and moving the discussion elsewhere.

Thank you for your understanding, and I hope you will consider this suggestion to improve the Blender user experience for a wider range of users.

I appreciate your prompt response to my bug report, and I understand that the behavior I reported was introduced intentionally in the commit 0b85d6a030. However, I'd like to kindly ask you to reconsider this design choice, as it impacts not only the industry compatible keybind preset users, but also other custom presets that rely on similar viewport camera handling. As I mentioned in my initial report, the current behavior of viewport camera resetting upon pressing RMB during orbiting causes disorientation and significantly hinders the user experience for those using industry compatible keybinds preset. I understand that the cancel feature can be useful in certain situations, but it would be greatly beneficial if users could have an option to disable or modify this behavior according to their preferences. This way, the default behavior can be preserved for those who find it useful, while also not breaking the industry compatible keybinds preset, which could have this option disabled by default. While this behaviour itself might not technically be a bug due it being a feature, the unintended consequence of that feature manifests as a bug from a user experience standpoint, as features that used to work properly no longer does, so I feel it would be good to reopen this as a bug, rather than considering it a feature request and moving the discussion elsewhere. Thank you for your understanding, and I hope you will consider this suggestion to improve the Blender user experience for a wider range of users.
Author

Since I couldn't wait for this to get fixed, I learned how to compile blender and changed the relevant source files myself. For anyone else wants to follow in my footsteps, all you need to to do is change the line:

else if (ELEM(event->type, EVT_ESCKEY, RIGHTMOUSE)) {

to

else if (ELEM(event->type, EVT_ESCKEY)) {

In the following 4 files:

source/blender/editors/space_view3d/view3d_navigate_dolly.c
source/blender/editors/space_view3d/view3d_navigate_move.c
source/blender/editors/space_view3d/view3d_navigate_rotate.c
source/blender/editors/space_view3d/view3d_navigate_zoom.c

Instructions for building blender yourself can be found here: https://wiki.blender.org/wiki/Building_Blender/Windows

Two important things that weren't mentioned there:

  1. You need to build using the command make release instead of command make. This is why:

make: This command builds Blender in the default configuration, which is typically a debug or development build. Debug builds include additional debugging information that can be useful for developers when trying to find and fix issues in the code. They usually have slower performance and larger file sizes compared to release builds due to the inclusion of debugging symbols and other diagnostic information.

make release: This command builds Blender in the release configuration. Release builds are optimized for performance and have smaller file sizes, as they do not include debugging symbols and other diagnostic information. These builds are meant for end-users who do not require debugging capabilities and want the best possible performance.

  1. For some reason I couldn't figure out, my build didn't include any default addons. I got around that by copying the whole addons folder over from the official released version: blender-3.5.0-windows-x64\3.5\scripts\addons
Since I couldn't wait for this to get fixed, I learned how to compile blender and changed the relevant source files myself. For anyone else wants to follow in my footsteps, all you need to to do is change the line: `else if (ELEM(event->type, EVT_ESCKEY, RIGHTMOUSE)) {` to `else if (ELEM(event->type, EVT_ESCKEY)) {` In the following 4 files: source/blender/editors/space_view3d/view3d_navigate_dolly.c source/blender/editors/space_view3d/view3d_navigate_move.c source/blender/editors/space_view3d/view3d_navigate_rotate.c source/blender/editors/space_view3d/view3d_navigate_zoom.c Instructions for building blender yourself can be found here: https://wiki.blender.org/wiki/Building_Blender/Windows Two important things that weren't mentioned there: 1. You need to build using the command make release instead of command make. This is why: make: This command builds Blender in the default configuration, which is typically a debug or development build. Debug builds include additional debugging information that can be useful for developers when trying to find and fix issues in the code. They usually have slower performance and larger file sizes compared to release builds due to the inclusion of debugging symbols and other diagnostic information. make release: This command builds Blender in the release configuration. Release builds are optimized for performance and have smaller file sizes, as they do not include debugging symbols and other diagnostic information. These builds are meant for end-users who do not require debugging capabilities and want the best possible performance. 2. For some reason I couldn't figure out, my build didn't include any default addons. I got around that by copying the whole addons folder over from the official released version: blender-3.5.0-windows-x64\3.5\scripts\addons
Member

Hi, hardcoded entry of RMB cancel is now removed. Now it is a part of modal keymap, see: c81e6d3ff3
You can now remove or edit this RMB-cancel keymap from: Preferences > Keymap > 3D view > View3d Rotate modal > cancel

Hi, hardcoded entry of RMB cancel is now removed. Now it is a part of modal keymap, see: c81e6d3ff3 You can now remove or edit this RMB-cancel keymap from: `Preferences > Keymap > 3D view > View3d Rotate modal > cancel`
Author

Thank you so much for fixing this issue in a way that makes everyone happy!
I'm so glad I won't need to continue to compile the blender by myself for each new update.🧡

Thank you so much for fixing this issue in a way that makes everyone happy! I'm so glad I won't need to continue to compile the blender by myself for each new update.🧡
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Reference: blender/blender#107028
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