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Space devices: SpacePilot, SpaceBall, and SpaceTraveler: alternatives to input and manipulation.(Product/service evaluation)

Computer Graphics World

| March 01, 2006 | Ablan, Dan | COPYRIGHT 2006 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

Years ago, when I first started working with computer graphics, trackball input devices were the rage. Back then, utilizing a computer mouse was for "ordinary" users. However, if you were a part of the creative crowd working with digital images, having a trackball with your desktop PC was commonplace. Today, trackball devices have given way to five-button Bluetooth mice and keyboards, as well as other alternative input devices.

Enter 3dconnexion and its series of high-end input devices for the creative professional. Recently, I had a chance to test-drive three of its unique input devices: the SpacePilot, SpaceBall, and SpaceTraveler. Admittedly, I'm a fan of Logitech mice (using an MX900 Bluetooth right now), so I was anxious to see what the Space products offered and how they performed.

The best explanation of how these devices fit into your production environment is best explained by 3Dconnexion's slogan "two-handed power." Back in the day, a trackball was programmable and acted as an input device and a mouse. The 3Dconnexion devices are developed to work in conjunction with your mouse, not as a replacement, which is what I originally believed. At first glance, you might think these hip-looking units will send your mouse straight to Ebay, but actually they are designed to reduce your keyboard usage, not replace your mouse.

The Space series of input devices are designed for Windows 2000/ XP, Linux, and Unix systems; unfortunately, the units are not available for OS X on the Mac. Beyond that, the installation of the Space devices was straightforward. The first of the devices I tested was the SpacePilot, which currently only supports Windows 2000/XP. Once the drivers were installed, the SpacePilot started working immediately. (Note that these devices were tested on a Sony Vaio P4 with 2GB RAM running Windows XP Service Pack 2.) Shortly after installing the drivers and software, a straightforward tutorial panel appears with a 3D object and instructions for familiarizing you with the SpacePilot and how the unit works. At this point, you are guided to a game within the configuration panel, to help you set up work flow.

Within minutes of installing the SpacePilot on my machine, I had a clear understanding of how it worked, and although I had only scratched the surface of what the device offered, I was hooked. The SpacePilot is highly customizable, allowing you to program the buttons any way you like for simplifying the way you input and manipulate objects. The display on the unit is easy to see. It displays what you've programmed and the buttons you've pressed.

But you're probably still asking yourself, what exactly is this thing? I was asking myself the same question. Perhaps the best way to answer it is with a real-world scenario. When working in Softimage XSI, 3ds Max, or SolidWorks, for example, you will need to make tweaks and adjustments in order to model. Normally, you would accomplish this by rotating your view, selecting your adjustment tool, and adjusting the vertex, edge, or polygon using the keys on the keyboard.

With the SpacePilot, you literally have one hand on the model to rotate, adjust, or even paint it. The SpacePilot controller rotates, pans, and zooms models or animations in several 2D and 3D applications, and includes 21 keys that are labeled for specific functions within your ...

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