[Beta] Improvements to the Studio Camera Controls Beta

This is going to be completely optional when fully released, right? :grimacing:

A non-linear camera movement… I think zooming in could work if you wanna get to the parts quickly although most of the time I forget to utilize it myself.

It would be interesting if the camera movement could have options in studio settings like linear and accumulative. Unless they already have that options for that.

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amazing update. now i dont have to worry about switching controls from maya > substance > studio!

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Hello, these new changes to the beta causes some issues when trying to use the viewport during a local test with the server’s view.

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Hey @FormallyToaster, thanks for raising that issue. We’re working on a fix, but for the moment a workaround is to make sure that your workspace camera’s CameraType is set to ā€˜Custom’.

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Can you please let us set a camera rotation maximum speed?

My camera speed changes whenever I press F to zoom to a part. Previously, this could be disabled with the ā€œCamera focus adapts speedā€ setting, but this seems to have been removed? How do I disable this now?

I find this behavior constantly getting in the way when I’m trying to inspect a part. I’ll zoom in to a part, then I have to manually reset the camera speed back to what it was before.

Using the new ā€œlockā€ button in the View Selector works, but it unlocks itself whenever I restart Studio or open a different place. I want it to stay locked forever.

Also, I rarely use the View Selector, which means I keep it closed, so now I’m always having to re-open it just so I can click the ā€œlockā€ button…

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Just an FYI, people have been asking for a perspectiveless/orthographic camera mode for taking minimap screenshots, eyeballing alignment while greyboxing, and while building props and etc. for a long time. Also useful for judging animation symmetry and more. This seems like a good time to look into this request.

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This :slightly_smiling_face: Ctrl + RMB: Orbit around point under cursor is Good, you nailed it! :blush: also my favorite one awesome feature :heart_decoration:

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From what I’ve dealt with doing game engine work of my own I think that’s a taller ask than people realize. They’d pretty much have to make a whole separate renderer to do that as well as a whole system for selecting what region you want to see in orthographic

Can you make Roblox Studio save our choice for the Lock option even if we re-open studio?

Yes, afaik it’s a different projection matrix, I don’t know how it would interact with e.g. occlusion culling, bloom, etc. Probably lots of work involved in many shaders.

We can get close with ultra low FOV though, maybe something similar with a correction for camera position and effect culling distance would be good enough. :woman_shrugging:

Bug Report – Camera Breaks When Switching to Server Context During Playtest

Same as you, I noticed a serious issue with the new camera beta. When entering Playtest and switching the context to Server, the camera starts acting very weird:

  • Moving the camera with the mouse barely works; it snaps back to center.
  • Pressing WASD moves the camera extremely fast.
  • Pressing E causes the camera to fly uncontrollably at high speed.

Here’s a video showing the issue: https://www.youtube.com/watch?v=m444p8qZZ8c

This only happens when switching to Server during playtest — works fine in Client mode.

Hope this helps!

Another thing, is there any way to disable ALT toggling a plane lock? Or at least let me bind it to a different key.

You can already hold ALT to select an individual part in a model. I do this all the time. Now it’s harder to select a part in a model while simultaneously panning the camera around because ALT will mess with the camera.

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