Re-polish viewer camera functionality
Zoxin UwU
Over time, with new features being added, the once robust camera system has become a fight for every user from new to ancient;
You can't focus on rigged mesh properly in most cases and It's hopeless to ever focus on Animesh directly.
This is a polishing piece that would affect the initial impression on brand new users of SL - if I can't focus on something, it's going the be an immediate frustration with an essential skill.
In the face of everything else that makes SL frustrating to new users, I feel this one is an "easy" fix and assistive to their learning and one that should definitely be done sooner than later for the sake of user retention.
Example of camera focusing using shortcuts:
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Chronosmith Cerulean
A great suggestion! And while giving it a bit of a buffing it would also be great if we could have more control over where we're focused while editing our shape/attachments rather than auto focused on a predefined midpoint in the top, middle or bottom of the body.
Rheia Silvercloud
I shall add to this that due to these issues above, many people I know, especially new users, rely upon and use only the camera control floater system, where you click the controls in order to move the camera. Many of the newer users I've met do not know of nor make use of the alt+left-click camera control capability, and when shown find it annoying, obnoxious, or outright unusable due to the situations mentioned above by Zoxin.
As an individual heavily into avatar customization, I find the above issues frustrating enough that, despite being a long-time user, I have sometimes thrown my hands up in frustration and logged off because I cannot get a good "grip" on something with the camera, making it impossible to look at or check how the new item looks on my avatar while NOT on a pose stand and thus forced static.