Operating system: Linux-5.4.0-91-lowlatency-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44
Blender Version
Worked: Blender 3.01 Alpha
Short description of error
It appears that the original problem of getting the 3D view port stuck has been fixed. The view port can now be moved around in 3D space and does not become permanently stuck.
However, the symptoms of the problem have not disappeared entirely. When using the 3DConnexion 3D mouse, the 3D view port can be moved left, right, up, down, yaw clock and counter clock-wise, etc. without issues. But, when the view port is moved forward (like a train on a track), Blender appears to treat this action the same as zooming in. Because the view port does not support infinite zooming, it will slow down its movement and eventually stop once it reaches its zoom-in limit. Similarly, when using the 3D mouse, the user can move the view port forward for a short while, but the view port quickly slows down and eventually stops once its considered zoomed-in all the way. The only way to move the view port again is to move it backwards (aka zoom out) a reasonable distance.
This behavior can be seen by using the 3D mouse to move forward until it stops on its own, then pressing NumPad 7, NumPad 1, or Numpad 3. The view port will align to the corresponding axis as expected, but at a fully zoomed-in distance.
This forward-as-zoom behavior makes perfect sense when navigating a two-dimensional plane (e.g. Node Editor), since there is only left, right, up, and down. The notion of forward and backward can be nothing other than zoom in and zoom out, respectively. But, in a three-dimensional space, the need to move unimpeded on the extra axis has merit.
Exact steps for others to reproduce the error
- Open a new Blender Document (File > New > General)
- With NDOF (e.g. 3DConnexion 3D mouse), use the 3D mouse to orbit around either the X or Y axis (move in a circular motion around the red or green axis lines).
- After 1-3 orbits, the 3D view port stops moving on the X, Y, or Z axis (track or dolly). However, the view port can continue to pan and tilt.
