
HI Roden, I wanted to chime in on the second question in your first email. Yes, you can have multiple viewports, and they can have their own model trees. The segmentations bundle creates its own view, camera, and tracks its own drawings. It uses an orthographic camera to show the user a 2D slice of 3D volumes and pretends that what’s shown is true 2D (this turned out not to be the best possible solution, and it would be good to refactor when there’s time, but I digress). This is the file where my “2D” viewports are defined: https://github.com/RBVI/ChimeraX/blob/develop/src/bundles/segmentations/src/... Let me know if you have more questions and I can help you with the problem you’re trying to solve. — Zach
On 27 Jan 2025, at 09:24, Elaine Meng via ChimeraX-users <chimerax-users@cgl.ucsf.edu> wrote:
Hi Roden, Again I have to leave the developer answer to the others, but here's another idea:
The zoom probably looks weird in the tiled situation because you are using perspective, and there is only one point of perspective. If you use orthographic projection instead, it may be more like you expect, even though there is only one zoom that applies to the whole scene. E.g. try
camera ortho
<https://rbvi.ucsf.edu/chimerax/docs/user/commands/camera.html>
To go back to perspective, you would use
camera mono
I hope this helps, Elaine ----- Elaine C. Meng, Ph.D. UCSF Chimera(X) team Resource for Biocomputing, Visualization, and Informatics Department of Pharmaceutical Chemistry University of California, San Francisco
On Jan 26, 2025, at 11:51 PM, Roden Deng Luo via ChimeraX-users <chimerax-users@cgl.ucsf.edu> wrote:
Hi Elaine,
Many thanks! I see now for the first issue.
My description "have the zoom independent for each model" might be a bit confusing. Using the rotation as an analogy, after entering `tile` mode, the default rotation is governed by `mousemode left "rotate independent"`--I would like to have a zoom mode like this one; if one changes the rotation by 'mousemode left "rotate"', then the rotation is global--this is the current zoom under the tile mode. In other words, having an independent but synchronized zooming would be great.
Knowing the possibilities and potential solutions from a development perspective would be good. I might develop a multiple-viewport feature if some initial guidance can be given.
Best, Roden
On Sun, Jan 26, 2025 at 11:28 PM Elaine Meng <meng@cgl.ucsf.edu> wrote: Hi Roden, Somebody else would have to answer the developer part (since I don't program), but I can confirm your first issue:
Sorry no, tile just changes model placement within a single 3D scene. The models can't have different zooms, although you can put some models farther away along Z, which would make them look smaller in perspective.
The side view is kind of like another viewport to the same 3D scene as in the main graphics window, but you don't have control over its orientation. <https://urldefense.com/v3/__https://rbvi.ucsf.edu/chimerax/docs/user/tools/s... >
Regards, Elaine ----- Elaine C. Meng, Ph.D. UCSF Chimera(X) team Resource for Biocomputing, Visualization, and Informatics Department of Pharmaceutical Chemistry University of California, San Francisco
On Jan 26, 2025, at 5:52 AM, Roden Deng Luo via ChimeraX-users <chimerax-users@cgl.ucsf.edu> wrote:
Hi,
I find there is a `tile` command. After I enter the tile mode, the zoom is global. I guess `tile` is implemented by transforming the active models in the global scene explicitly. I wonder if there is a way to have the zoom independent for each model, similar to the grid mode in PyMol.
A further question, more from a developer's perspective, is whether having multiple 3D rendering viewports in ChimeraX is possible. I imagine each viewport can have its own active models in the scene and its own camera. Different cameras and other operations might be synced upon users' request. This video (https://urldefense.com/v3/__https://youtu.be/7KZ1P-nPav8?si=Z1hiBBuRiWop2WFC... ) demos the feature (in an old version of Houdini).
Thanks, Roden
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