With this thread, I would like to start my series of discussions about functions in Rhino which unfortunately seems for me as obsolete and maybe they are worth rethinking and update.
First one to take a closer look on is WalkAbout. How it’s done right now is far from how it should look like in 2019. No matter the “step size” it stutters, it doesn’t recognize multiple keys pressed (only one direction at a time, no chance to move diagonally in 2D nor 3D), everything shakes, and the camera goes crazy every once in a while.
Since the beginning of my adventure with Rhino, I couldn’t understand why I can’t really go through my designed spaces and buildings to just look around. Maybe because Rhino wasn’t meant to be used as much as it is in the architecture field. Where because of scale, it’s more likely to rotate a spectator than an object.
After a couple of years, I even invested in 3D mouse from 3dconnexion. I like this device but what I would like even more, is to not rely on it because sometimes it’s buggy.
I think that having an option to move freely around sometimes very vast, sometimes very small and narrow spaces just to check concept is a must. Right now I do it after export to Archicad or Unreal Engine 4 which is absolutely too long routine for this purpose. Both programs let the user navigate in a very intuitive and fluid way, best known from video games using both arrow keys or WSAD.
I like how it performs especially in UE4 where you can access speed slider very easy.
click and hold RMB to activate movement
w-forward
s-backward
a-move left
d-move right
q-elevator down
e-elevator up
Because right-click in Rhino repeats the last command, it must be activated different way than in UE4, maybe with some hotkey toggle? Archicad did it this way (Hurry - “sprint” option seems very handy, but UE4 have better placement of elevator keys IMO):
If you have different examples of how this function is implemented in other 3D software and how it could be in Rhino, please bring it here and share your thoughts about that.