Ctrl+F zooms out to elsewhere

In large scenes when selecting an item, say a character, a prop in the scene and issueing ctrl+F the camera zooms out to somewhere beyond the whole set's boundaries. Clearly a bug, but can one do something to avoid it?

Comments

  • crosswindcrosswind Posts: 9,617
    edited August 2024

    I rarely see that but maybe you can name which large scene you're using. And before pressing Ctrl + F, press Ctrl + P first, see if it's getting closer ?

    Besides, always make sure you have Universal or Tranlsate or Rotate tool activated befoe Ctrl +F. With other Tool, e.g. Surface Selection, you'll get a result of "wholy zoomed out" ...

    Post edited by crosswind on
  • Try to have the camera pointing at the origin (the zero point) before using the frame command whn an item is far from the origin.

  • crosswindcrosswind Posts: 9,617

    An example is shown in this large scene down below ~~

    SNAG-2024-8-29-000.png
    2560 x 1392 - 3M
    SNAG-2024-8-29-001.png
    2560 x 1392 - 4M
    SNAG-2024-8-29-002.png
    2560 x 1392 - 3M
    SNAG-2024-8-29-003.png
    2560 x 1392 - 1M
  • pixelquackpixelquack Posts: 348

    Selecting Translate/Rotate indeed sometimes helps. Affected scenes are various, Xi Miami Strip for example, but on an older set like School's Out, too. 

  • pixelquackpixelquack Posts: 348

    Almost a year later still encounter the issue a lot, on Perspective and with Translate or Rotate selected, too (I rarely use anything else).

    What occasionally help is shift-ctrl-A to focus on the selected object, then ctrl-alt-mouse and move the camera up all the way until it looks at the object directly from above, then ctrl-F. Doesn't go all the way but brings the camera substantially closer to the object than when looking from somewhere in the scene. Somehow the target point seems to be calculated by considering a larger context, but I have no idea what Studio  looks at there.

  • crosswindcrosswind Posts: 9,617

    Right ~ combo tricks !

  • Richard HaseltineRichard Haseltine Posts: 108,347

    crosswind said:

    I rarely see that but maybe you can name which large scene you're using. And before pressing Ctrl + F, press Ctrl + P first, see if it's getting closer ?

    Besides, always make sure you have Universal or Tranlsate or Rotate tool activated befoe Ctrl +F. With other Tool, e.g. Surface Selection, you'll get a result of "wholy zoomed out" ...

    That depends on whthe tool and situation - Surface tool and Geometry Editor wll zoom to enclose what iis selected of their targets, with nothing selected meaning treat all as selected (which is probably what you are seeing). Third-party tools may not have a selectable target or may not account for it.

  • pixelquackpixelquack Posts: 348

    I have no idea what you mean by third party. When I select a G8 figure in the scene its boundaries are pretty clear, you can even see them when switching to box view, so why the Studio built-in ctrl+F doesn't frame that object to fit the viewport in a meaningful way is beyond me.

  • Richard HaseltineRichard Haseltine Posts: 108,347

    is it placed near the centre of the scene or further out?

  • rosselianirosseliani Posts: 507

    pixelquack said:

    I have no idea what you mean by third party

    "Third-party" here means that the product is not sold or given away on the Daz 3D shop, but on other sites like Renderosity, RenderHub, Renderotica (NSFW content), DeviantArt, GumRoad, etc.

    This doesn't mean that third-party products are poor quality, but you generally have to install these products without using Daz Install Manager.
    In my opinion, third-party products largely contribute to the popularity of the Daz Studio application.
    One of the biggest differences is that only products sold on the Daz 3D site can offer HD morphs.
    And of course, you can't complain here about a poorly made third-party product.

  • pixelquackpixelquack Posts: 348

    And how would a 3rd party object affect how Studio calculates the camera distance to a specific object? 

    I'll test Daz vs 3rd scenes and actors just to be sure.

    I go for large scenes occasionally, I'll test that, too. But even if that turns out to be the issue, I'd still ike to see it addressed. I filed a bug report anyway, so maybe we know by 2026.

     

  • rosselianirosseliani Posts: 507

    pixelquack said:

    And how would a 3rd party object affect how Studio calculates the camera distance to a specific object? 

    I'll test Daz vs 3rd scenes and actors just to be sure.

    I go for large scenes occasionally, I'll test that, too. But even if that turns out to be the issue, I'd still ike to see it addressed. I filed a bug report anyway, so maybe we know by 2026.

    A third-party object is still an object, it won't change how Studio calculates camera distance.

  • Richard HaseltineRichard Haseltine Posts: 108,347

    rosseliani said:

    pixelquack said:

    I have no idea what you mean by third party

    "Third-party" here means that the product is not sold or given away on the Daz 3D shop, but on other sites like Renderosity, RenderHub, Renderotica (NSFW content), DeviantArt, GumRoad, etc.

    No, in this context I meant third-party tools - plug-ins by developers outside the daz development team which add entries to the Tools menu. It has nothing to do with content, it is whether the tool has code to handle the framing process in a way that is relevant to its function (which they may or may not do).

    This doesn't mean that third-party products are poor quality, but you generally have to install these products without using Daz Install Manager.
    In my opinion, third-party products largely contribute to the popularity of the Daz Studio application.
    One of the biggest differences is that only products sold on the Daz 3D site can offer HD morphs.
    And of course, you can't complain here about a poorly made third-party product.

  • rosselianirosseliani Posts: 507

    Richard Haseltine said:

    No, in this context I meant third-party tools - plug-ins by developers outside the daz development team which add entries to the Tools menu. It has nothing to do with content, it is whether the tool has code to handle the framing process in a way that is relevant to its function (which they may or may not do).

    Thanks for the clarification, so Mesh Grabber is a "Third party tool", but 3DUniverse Scene Tools are not since they are just scripts?

  • Richard HaseltineRichard Haseltine Posts: 108,347

    rosseliani said:

    Richard Haseltine said:

    No, in this context I meant third-party tools - plug-ins by developers outside the daz development team which add entries to the Tools menu. It has nothing to do with content, it is whether the tool has code to handle the framing process in a way that is relevant to its function (which they may or may not do).

    Thanks for the clarification, so Mesh Grabber is a "Third party tool", but 3DUniverse Scene Tools are not since they are just scripts?

    Right (though the updated Geometry Sculptor is being brought into line with the other Daz authored tools for DS 2025). It is the things which add an entry to the Tools menu that being discussed here here.

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