dickda1 wrote:Hope we don't have to wait until Blender 2.6 (or 2.7, 2.8...).
I wouldn't worry. We've already gotten word that they are working on it, and if that's not enough for you, consider that this thread is continuously being bumped to the top of the "News and Chat". That means that there is considerable interest in that functionality.
Blender has always been by artists for artists, and if there is enough interest in a feature, that feature will be implemented.
I also just want to say that I very much appreciate the good work on Blender in general and especially on the new version. I like the new interface and its extensibility very much. I really can´t await the moment to really start using it, which will be as soon as the SpaceNavigator support is there. I just can´t go back to keyboard navigation...
I fully realize that this is not a commercial product - have been using Blender for over 10 years. Rhino and many other 3D modelling packages have had continuous support for 3D joysticks like space navigator forever. Regardless of numerous assurances, it seems to me that this is not going to happen anytime soon for Blender 2.5 or beyond. Can't help but be disappointed.
Feel free to be disappointed all you want. There were a couple SpaceNav patches from different contributors applied to one of the Summer Of Code branches just last week.
Feel free to be disappointed all you want. There were a couple SpaceNav patches from different contributors applied to one of the Summer Of Code branches just last week.
Should not be too hard to implement. I'm sure the devs were waiting to solidify as much as possible in the functional code base before moving forward with a driver that likely contains code dependent upon things that, until recently were highly in flux.
In case this is not clear, the point I am trying to make here is that support for the Space Navigator *is* being implemented. It is being done in a branch of the source code rather than the main line because right now focus is on the goal of an actual non-beta release of new Blender. We are not adding features. That will come later.
In case this is not clear, the point I am trying to make here is that support for the Space Navigator *is* being implemented. It is being done in a branch of the source code rather than the main line because right now focus is on the goal of an actual non-beta release of new Blender. We are not adding features. That will come later.
I think I hit reply to the wrong post. The intent of my post, the main thrust was this: what you said, that most dev work is on a functional bug-free tool. And my comment that it shouldn't be too hard speaks to the "this can be implemented at any time, and easily" point.
When we can expect the official support for 3Dconnexion Space Navigator in Blender for MacOSX? I have MacOSX SnowLeo (10.6) on my Mac, Blender 2.5 and SpaceNavigator. It works cool in Cheetah3D, SecondLife, Google Earth but in Blender... . I've bought that controller to speed up the work in Blender, but it seems that currently it just looks cool on my desk:( .
i am anxious for this to be supported as well, but i think it is fair to wait for an out-of-beta, official release first. they really need that stable release to get mass acceptance. this will help blender adoption in general, hence even more folks that will be clamorin' for their spacenavigator to function within blender.
I got the RBC9 driver to work under 32-bit XP, but as stated, it is a work around. It emulates key presses and mouse movements, so if you move your normal mouse while pivoting with the Navigator, they will interfere with each other. Not nearly as smooth and seamless as the 2.49 ndof plugin.
Getting it to install properly was the hardest part. (BSOD twice while trying to install) Had to dig deeply into that 3DConnexion forum posting to find some answers. Ended up installing the driver while in safe-mode.
Once installed, I used MMDancer's configuration with some minor changes.