3D Connexion SpaceMouse Spin also Rotates

3D Connexion SpaceMouse Spin also Rotates

XDGFX
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Message 1 of 11

3D Connexion SpaceMouse Spin also Rotates

XDGFX
Contributor
Contributor

Hi,

I seem to be getting strange 'spin' characteristics using a 3D Connexion SpaceMouse.

 

Condition:
'Spinning' the mouse in either axis

 

Expected outcome:
3D model spins about Y axis

 

Actual outcome:
3D model spins about Y axis AND X axis. If I try spin the model to look from the side to the front, the model ends up 90 degrees rotated by the time I reach the front - meaning extra corrections must be applied.

 

For reference, the supplied 'trainer' software with 3D Connexion drivers displays the desired outcome for using the mouse.

 

Any idea how to fix this issue?

Thanks

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Replies (10)
Message 2 of 11

motorhobo
Advocate
Advocate

If I understand correctly, you're trying to constrain the orbit in Fusion to a specific axis and to my knowledge there's no way to do that. The 'Spin' feature in the Trainer is there to help you master the motions of the Space Mouse, not to demonstrate how it will actually function in the application. The Space Mouse always orbits in all three axes. It's the user's job to get the dexterity to control the orbit. It takes time and practice but after a while it will become second nature. Sometimes you'll lose your orientation and get 'lost'. If that happens, just go to the Home view and start the orbit action again.   If you absolutely must constrain the orbit, you can turn off the axes you don't want to orbit around using the Advanced Settings controls in the 3D Connexion Settings utility. Then, once you have the desired view, you can set that view as a Named View in Fusion so you can always return to it with a mouseclick. Another tool you might want to explore is the 'Dominant' function in the Space Mouse. Google that to learn more about how that works. I have the Dominant function mapped to one of my Space Mouse's option keys. In short, I think what you need is more practice. I've been using the Space Mouse since I started working with Fusion and can't imagine working without it, but it will take a fair amount of practice to master the skill. If anyone knows of a quick way to constrain orbits on specific axes with Space Mouse, let me know -- I too would find it very useful.

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Message 3 of 11

XDGFX
Contributor
Contributor

Hi,

 

This isn't quite what I meant. I know that all three (or I guess six) axes will be active all the time, this is fine with me.

 

My issue is that when I only 'spin' the joystick physically, rotation on screen happens about the Y axis as intended, but ALSO the X axis. So it's as if I'm 'spinning' and also tilting the joystick (when I'm not).

 

When I referred the the trainer I kind of meant at the end when you are given all 6 axes to play with. Another example of a program that works as expected is NX. I believe Keyshot also works well.

 

Hopefully that clarifies things! 🙂

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Message 4 of 11

motorhobo
Advocate
Advocate

I think I understand what you're saying. All I know is that I get exactly the same results with Fusion as with Cinema 4d, and I can control the orbit almost effortlessly. But if I go to the SpaceMouse trainer/All active, it takes a lot of effort to control it. So something is different about how Fusion and C4D controls the Space Mouse. Have you checked the Default Orbit type, Reverse zoom direction, and Enable camera pivot options in Fusion Preferences? Also, the Use gesture-based view navigation option seems to affect SpaceMouse control. I have that checked. Try playing with those options, and if the Fusion implementation still isn't what you expect, probably the more you use it, the the more you'll get used to it. I find it very hard to isolate the Space Mouse motions into individual actions. It only works for me if I turn off my brain and use 'the Force'.

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Message 5 of 11

XDGFX
Contributor
Contributor

I've fiddled around with those settings and they didn't seem to make much difference...

 

One thing I've noticed though is that after an amount of time, the movement appears to revert to normal motion? This seems to be about 5 - 10 minutes after launching but not sure.

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Message 6 of 11

TheCADWhisperer
Consultant
Consultant

@XDGFX wrote:

...This seems to be about 5 - 10 minutes after launching but not sure.


I right click and Calibrate each morning.

 

I prefer this Zoom setting so that Pan Up/Down is the same relative motion as Pan Right/Left.

 

3D Connexion.png

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Message 7 of 11

motorhobo
Advocate
Advocate

I use Up/Down checked too and I seem to remember doing a lot of fiddling before I got it the way I wanted it. Here are my settings. But I've never had the setting change on their own, they've always stayed put for me. SpaceMouse saves settings for different applications, I guess you're aware, maybe it's not remembering the settings correctly when you switch between them.

 

 

3DConnexionSettings.png

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Message 8 of 11

eeyang92
Explorer
Explorer

Hi, I just purchased a spacemouse and I am noticing the same behavior as described in the original post.

 

Specifically, the spin (left or right) will also apply the same roll (left or right, respectively). By the time I have spun the object 90 degrees, it is also rolled exactly 90 degrees as well. This is with me only applying a spin via the controller. I am not accidentally applying a roll, as I can set the threshold quite high (thus being impossible to trigger a roll by accident) yet the roll will precisely match how much I have spun the object.

 

The problem goes away if I restart Fusion 360 but comes back any time after I exit sketch mode. I am on MacOS if that helps.

Message 9 of 11

Anonymous
Not applicable

I have the exact same problem. I am used to Solidworks and other cad/cam packages, and Fusion seems the only one to have this behaviour. It makes the experience very frustrating. Have you guys resolved the issue?

Message 10 of 11

Justberry
Community Visitor
Community Visitor

In preferences you need to set the pan, zoom, orbit shortcuts to Inventor

Message 11 of 11

EricY_Design
Contributor
Contributor

I have this problem too, it's been there for years and it's really frustrating. Here are some ways to temporary workaround it that I use:

  1. Use the Constrained Orbit tool  to orbit for any amount (with regular mouse)
  2. Choose a face on the View Cube (e.g. Top/Bottom/Left/Right/Front/Rear)
  3. Choose a Named View from the browser

I think it's a problem with Free Orbit in general, not just 3DConnexion, just posted more about it here:

https://forums.autodesk.com/t5/fusion-360-support/free-orbit-bug-closer-to-a-fix/m-p/10168742/highli...

 

Hope this helps.

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