The new Rotation tool/modal is crippling me at the moment. It is quite fiddly (when you “lock” an axis, the model locks to the movement of your mouse with no button clicked. And the biggest issue I am having is that I can no longer rotate a group of objects by a specific degree, or translate them by a specific distance. So, now I have two separate objects with disparate rotation axes which I cannot rotate together by a specific amount. Anyone having similar issues?
Thanks for providing immediate feedback, we understand the issues you’re seeing, and will continue evaluating the implemented functionality.
Regarding the lock-in function, any ideas for how this could be made more intuitive? Does it work better for you if you use the keybindings for activating the lock-in (bound to X, Y, Z-keys by default)?
I do think it would help if you could also enable the ‘As Parts’ if it’s about the pivot point. For example, I was working on that scene with 9 parfume bottles and if they will place them horizontally instead of vertically, I need to do one-by-one.
Most 3D software has the option to turn the mesh on their local axis instead of the entire selected group.
Not sure if it’s clear what I mean else I can make some clip.
What happened to the little fly-out window that showed the distance or angle when you moved the part? You could simply move it and then fill the distance in that you wanted. Now you need to look and see which value is changing the most. I loved that relatively recent feature and now it’s gone!
Also, I second the frustration at the problem of not seeing a distance or angle when moving multiple parts.
Hey guys, I guess it’s a new way of “Move Tool”.
When you move, rotate, scale an object, you can find its original numbers that you have changed under the “Scene” “Position” “Move Tool”.
Hi, Philip - yes, I think being able to toggle the lock-in with keybindings is a good idea. I am trying to get used to the tool, and I also agree with the points made below.
I figured out the fix!
Uninstall the trash that’s 2024.2 and re-install 2024.1… So much better!
The small fly-out is back and my part doesn’t teleport to weird places when I simply try to put 90° into the X rotation box.
Here’s a few of the other things that were happening. If you move more than one object all of the move dimensions are blanked out in both the Position boxes and the new move boxes. This is extremely frustrating since the older method above would still show you the distance moved, and you could override it with a typed in value.
On the new move tool I pulled the green arrow and the blue box changed value not the green. I then pulled the blue arrow and the blue box changed.
I tried rotating an item with itself as the pivot object. I pulled the red circle and rotated. The x box showed the angle but 2 of the translation box values changed. The part rotated as expected even with the other values changing. However typing 90° into the X rotation value caused my part to rotate and fly off in a diagonal direction. Zeroing out the translation values didn’t return the part to the proper spot either.
The Shift click material copy used to work in the material library as well as on the model. On 2024.2, Shift click no longer copies material when clicking on the thumbnail in the library.
2024.2 seems to peg my CPU even when using 46 out of 48 cores. It would sit and think often when doing simple things whereas 2024.1 doesn’t.
One problem that is happening on 2024.1 is when adding studios to the render queue, if you choose to name by active studio and no render number. Even though the studios are named differently, Keyshot thinks some of them are the same and wants to overwrite them. I think this happens when the name is beyond a certain length and Keyshot seems to not recognize the difference after a certain number of characters. I could be wrong on that theory though.
The 2024.2 move problems crippled 2 of us today while trying to render extremely urgent items. Luckily we were able to revert to 2024.1.
I was doing nothing different than I’ve done for years. I set the Name in Output to be something, for example, “Part”. The Custom name settings are “Active Studio” with “_” Separator.
If I have several studios with different names I would get. something like:
Part_Window.png
When adding Studios to the queue, Keyshot will sometimes drop the studio name off of one or more of the file names, causing it to want to overwrite the previous Studio.
For example I just tried one and I have 9 studios named things like:
OD
OV
BOS
DASH
VENT
CD
etc…
Well Keyshot decided to drop “CD” so instead of Part_CD.png it’s just Part.png. This time it only did it on that one but I’ve had where it does it on several and the only way to add all to the queue is to enable the render number. It then gives the one with the dropped studio name a unique number, like Part_42.png, and it doesn’t try to overwrite it. After rendering, I then need to go back, add the studio names and remove the render numbers from all of the images, including all of the layer images. Total waste of time.
This test also shows it’s not the name length that causes it after all.
Adding to some frustration here and I hope this is all fixed very soon…
When I have a group of objects selected and click “Snap to Ground” each item in the group snaps to the ground, rather than the lowest object in the group snapping to the ground and all other objects retaining their relative positions. This is also true when selecting a group and clicking “Center” under the Position tab.
Please fix this or add a provision to snap as group or as individual objects.