It sounds to me like the widget you created is observing / capturing all events, even the ones that are not meant for your new widget (i.e., events never propagate to the vtkRenderWindowInteractor and its style class e.g. vtkInteractorStyleJoystickCamera or equivalent). Yes, new widgets have to specify which events they process, and then process them appropriately.<div>
<br></div><div>Why are you not using vtkHandleWidget and vtkPointHandleRepresentation3D or something similar? These are typically used to move points around.</div><div><br>W<br><br><div class="gmail_quote">On Wed, Jan 26, 2011 at 4:56 AM, youpie <span dir="ltr"><<a href="mailto:meriadegp@yahoo.fr">meriadegp@yahoo.fr</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><br>
Hi,<br>
<br>
I created a widget to animate some points in my scene. So The widget herit<br>
from vtkWidget3d.<br>
But now it's done i have the interaction between other actor and my widget<br>
as I want but I lost the manipulation of my scene.<br>
Before the widget, when I do the minimum to draw an objet, I can move the<br>
scene around it. But now I added the widget, I can't move the scene.<br>
<br>
So do i have to implement by myself these movement in the widget classes ?<br>
If I compare to the vtkBoxWidget of vtkPointWidget, I see they implement<br>
Translate and Rotate and scale.<br>
I didn't do that beacause I thank that was not necessary.<br>
<br>
An idea ?<br>
--<br>
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