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Macbook Trackpad Support
kinsleymark
Member Posts: 35 ✭✭✭
I might be missing something, but for some reason I am unable to rotate any models using my Macbook Pro trackpad. I don't have a standard mouse at all. I'm just wondering if there is a setting I need to turn on, or if this isn't supported yet.
If this isn't supported yet, a good reference point would be Fusion360 -- they do a good job with trackpad support by holding down "shift" and using two finger movements.
If this isn't supported yet, a good reference point would be Fusion360 -- they do a good job with trackpad support by holding down "shift" and using two finger movements.
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1) I used a Mac App called "Fluid" to create a standalone web-app for Onshape - that must have broken the trackpad rotating capability.
2) Once I opened Onshape in Safari, clicking with two fingers works.
HOWEVER, for a Mac user, this is not the way this should be approached. Mac Trackpads use a lot of "click-less" gestures (ie. Four-Finger-Swipe = show all workspaces or move between workspaces, Three-Finger-Touch-And-Drag (not click) = moving objects, Two-Finger touch (not click) = Right Mouse Button, One-Finger-Touch (not click) = Select object, etc). A Mac trackpad is very similar in function to an iPad and should be treated as such.
There is almost never a time that I need to forcefully "click" on the trackpad. I'm assuming this will be even more true in the near future as Apple just released a click-less trackpad for new notebooks.
There should be a way to use finger gestures to rotate the model. (like I mentioned, Fusion 360 uses Shift + 2-Finger-Touch to rotate).
Anyway, as long-time minority Mac user in the world of CAD, I just wanted to voice my feedback
Are you using the Magic Trackpad by any chance?
You may be a minority Mac user now, but not for long
The right mouse button click+drag should be considered basically incompatible with the Mac. It's possible, if you have a generic USB mouse, but it should never be assumed that a Mac user is able to generate that gesture. Same for middle mouse button click.
With an Apple trackpad or mouse, the standard is that two-finger drag, with no button down, generates X/Y scroll (2D pan). That should be used instead of right click+drag, i.e. it should be assigned to 3D rotate, and to 2D pan with control key down. I'd suggest adding zoom with alt key down - also for right click+drag - in case pinch-to-zoom doesn't work.
[OT - it would be nice if the modifier keys could be configurable. In Fusion 360 it's 3D rotate with shift, 2D pan alone, and zoom with alt or control or command. On Mac Rhino, it's 3D rotate alone, 2D pan with shift, and zoom with alt. Actually it's smart, when you go into a flat top/side view, it swaps pan with rotate. But none of them are configurable. Well, at least could you make it so 2D pan works with both control or shift? I get terribly confused going between applications. That's why I have a SpaceMouse. Did I mention I have a SpaceMouse? SpaceMouse.]
Assuming that the software can't determine whether you're using an Apple trackpad/mouse vs. a generic USB mouse - it's possible to have both connected at the same time - it will have to be a user setting. I don't see any way around that. People who switch back and forth will just have to suck it up.
As far as the work-around mentioned above, of two-finger click+drag, it does work but it's not practical. The trackpad isn't designed to be used that way. It's hinged at the top. It's meant to be used by clicking and holding down with your thumb or other hand at the bottom of the trackpad, and dragging in the middle area with your finger, i.e., the same as with a traditional touchpad. But thumb down plus two-finger drag doesn't work to generate right click+drag. Maybe some people have strong enough fingers to generate the force to hold it clicked down with two fingers in the middle and upper area, overcome the friction, and drag around - but not me. It's very difficult on the built-in trackpad, and basically impossible on the external Magic Trackpad.
In fact, I don't ever use the physical click button at all. Much less repetitive strain on the fingers. Left click is done with single finger tap, right click is done with two-finger tap. Left click+drag is done with three finger drag (no button). But there is no practical way to generate right mouse button click+drag.
Thanks!
Or are you talking about general trackpad use on the Mac? If so, go to System Preferences -> Trackpad, and click the help question mark in the lower right. Again though, Mac gestures like pinch-to-zoom, and rotate with two fingers, are not supported by OnShape.
A key thing with the MacBook trackpad is to set the secondary click option in the trackpad settings. The default 'click with two fingers' works best. There are also options on that screen to make the secondary click use a single finger click in the lower corners. That will work too - however it severely limits the amount of control you have over orbiting the model since you can only move up & left (or up & right - depending on the corner).
The second way is setting "Secondary click" to "Click with two fingers", and click with your thumb and one finger together in the bottom corner of the trackpad. Then keep it held down with your thumb, and you can lift your finger and use it to drag in the middle area. It's tricky though, you have to get the spacing of your thumb and finger just right when you do the initial click.
Again, this is undocumented and not officially supported by Apple. I have arthritis, so none of the solutions that require me to keep the track pad physically clicked down while dragging is practical for me. Nor is requiring me to change the basic way I interact with my computer. Hopefully it helps some people, while we wait for a better solution, i.e. simply dragging with two fingers without clicking.
Just fyi, if you check the first box above, "tap to click" for left-click, then the second box becomes "click or tap with two fingers" for right click. The "tap" is much less strain on the fingers. Some people don't like it though, because it's too easy for them to accidentally click on something.
I am coming from Cinema 4D and Rhino, where there are simple keyboard shortcuts + mouse movements to approach the view controls.
Cinema
Press hold 1 + click drag mouse = pan
Press hold 2 + click drag mouse = zoom
Press hold 3 + click drag mouse = orbit
Rhino
Press hold Ctrl + click drag mouse = orbit
Press hold Ctrl & Shift + click drag mouse = pan
Press hold Ctrl & Command + click drag mouse = zoom
I get that there are limitations with a browser based app when it comes to input methods. But, is it not possible to implement something like C4D? Can an in-browser app sense that you are hitting an actual keyboard letter (instead of the usual modifiers like Ctrl or alt/option) and click dragging the mouse? Multitouch is nice but not necessary, it would be okay just to press a button on the keyboard and be able to single click drag the mouse (instead of double down).
Other than that the app looks great and obviously has loads of great features. But, being able to navigate easily is key. Thanks for all the hard work!
Apart from substituting for the browser-hijacked keys (I suggest particularly substiting "C" for "Control") it means shortcuts could still have meaningful shortcuts even when competing for the same letter, eg
S+P for Show Planes
S+K for Show sKetches
etc, and
H+P for Hide Planes
H+K for Hide sKetches
etc
I would prefer just alternative buttons to replace browser hijacks (shift, ctrl, alt) which could be configured to 3d mouse and push one button there and one button on keyboard.
I have currently configured buttons like d (dimension), n (normal view), i (coincident constraint), enter and delete; these together with shift, ctrl, esc and onscreen numpad almost replaces the need for keyboard. For me this is a big boost in productivity.
eg I suggested Onshape use "C" for all the modifier situations where Windows uses "Control":
In this event, could you map the "C" key to your 3D mouse?
Similarly for "H" and "S" (generic "Hide" and "Show" from my last post)
I don't personally think Onshape should shackle their interface to a proprietary hardware item, especially given Onshape is intended to run on any platform.
It's already bad enough having it shackled to the residue of scraps left over, after various browser developers have monopolised key elements of the interface.
I agree that Onshape should not "shackle their interface to a proprietary hardware item" but I think you were here when we didn't have support for 3d mouse and remember that discussion - it is essential piece of hardware to many modelers.
But you seem to be agreeing with me that non-believers should not suffer adverse consequences for the beliefs of others....
Perhaps you could persuade your higher powers to provide more buttons?
a) how their brains are wired
b) the limitations of their best-bet browser (or lack thereof)
c) what additional hardware they use, or what is denied them by driver availability, compatibility and so forth.
After a decade and a bit, SW finally offered a truly versatile shortcut environment. I'm sure Onshape will get there a lot quicker.
And we would be spared the grief of trying to carry and install our shortcuts from machine to machine, through the magic of the cloud...
My personal preference about modifier mapping is that un-modified scroll (wheel) events should be interpreted as panning, then [command | shift | command+shift] be allocated to other interpretations (perhaps orbit, zoom, lookaround?).
How this isn't considered a bug is beyond me.