Suggestion of 2 different navigation systems: One optimized for efficient editing and scene creation, and other optimized for presentations mode - which is the one currently implemented.

Hello. I've been trying to add Twinmotion to my daily workflow for some time now, but what's holding me back is the inability to navigate the scene quickly and efficiently during the editing and creation process.

See how navigation works in blender, which I have been using for many years. There is also the so-called Fly/Walk Navigation, but when editing and creating, nobody uses it because it is simply inefficient. I noticed that the new version includes some that improve navigation a bit, but that's not all

Here are my humble considerations:

  1. Ability to define own keyboard shortcuts including quick change of ortho views (front, back, top...) - in my opinion, this is the basis and the most important point.
  2. Create a dedicated navigation mode to use when editing and creating scene process, In this mode, the speed of rotation, zooming in, zooming out, panning the view should be constant (1 to 1 with mouse cursor movements just like in blender), regardless of the size of the scene area, currently working in the navigation mode referring to meters instead of mouse cursor, there are times when, for example, the speed expressed by the value of "3" is suitable for a closer view, but several meters further it is definitely too slow - this system is not optimized for editing but for presentation only. In my opinion, improving navigation should be more important for Developers than new features, because many potential users may be discouraged from the very beginning, as in my case. So what if we have a wonderfully equipped Mercedes if you can't drive it comfortably :)
  3. Moving objects without need to use gizmo, instead, as in blender, we use a keyboard shortcut (default is "G"), and then in modal mode we select the axis along which we want to move the object also by keyboard shortcut "X", "Y" or "Z". Thanks to this solution, we do not distract our attention in order to find a gizmo in our scene, which may be in an unspecified place.
  4. Possibility to limit fps - at this point during the editing process, the graphics card works all the time at 100% (which of course affects higher power consumption) in order to get the highest fps value even in very simple scenes, but if someone works on a monitor with a refresh rate of 60 Hz, it doesn't need 250 fps, for example.

I hope that Developers will take these basic suggestions into account, because I would like Twinmotion to become more user-friendly in terms of its individual adaptation to work.

Regards.

Hi ,

Thanks for your feedback here. We really appreciate it and I'll do my best to try and address your points.

Regarding customizable keyboard shortcuts, this is something currently under consideration. Please visit the roadmap item for this feature here and be sure to mark how important the feature is for you, as we use user votes to help determine how to prioritize new features.

Regarding navigation, we do have certain navigation presets, including a preset meant to offer a Blender-like experience, although there are limits to mimicking Blender due to differences in features and functionality. If you have specific ideas that you believe would make the navigation preset function more smoothly, be sure to submit and idea on our roadmap here so that the developers can review it. All feedback is reviewed, and if implementation is feasible, we can add it to the roadmap and development backlog.

Regarding an fps limit, inside the Preferences menu, the Vsync option allows you to limit fps to your display device's refresh rate. This should allow you to conserve some GPU power

Best,

Raghib

Thanks for your reply, good to hear that the topic of configurable hotkeys is being considered.

As for navigation, a "rotate around selection" option would be useful, so as long as we have a specific object selected, the camera will rotate around it no matter where we click the mouse cursor during this operation.

"Move" or "Panning" operation speed in the "editing navigation mode", which I wrote about in the previous post, should be the same as the mouse cursor and not like now, when it depends on the "Speed" parameter.

My next idea is to add a zooming method known in blender as "Continue method":

https://youtu.be/mkS0LR9ix9s

Thanks to this method, the zooming speed is changed "on the fly", and depends on the distance of the mouse cursor from the starting point of zooming. After a few minutes of getting used to it, in my opinion, this is the most optimal method of zooming in 3D during the scene creation process.

FPS limiting, there are some weird blur effects in the view after activating this option, so it will be hard to use it at the moment:

https://youtu.be/6kTk8G7kbxQ

Regards.