UV editor locks up TS

Juggalo
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UV editor locks up TS

Post by Juggalo »

I am having a problem with TS crashing while trying to layout UVs. I have my mesh(s) all mapped into patches. After a few minutes of moving UVs around by hand TS crashes. Does anyone else have this problem or know a way to fix the issue I am having?

I am using the Rosetta beta standalone under Win 7.
Juggalo
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Re: UV editor locks up TS

Post by Juggalo »

I may have a little insight into the problem I am having. I just got this error when it locked up on me.

"Direct3D device could not be restored (hRes = 887601c), save and restart..."

Saving at this point in my situation is not possible as the app is completely locked. Kinda stinks sometimes when you forget to 'save often'!

I also just checked Nvidia's site and there is a new driver for my card so I am downloading that now. If that fixes the issue I'll post it.

I have also tried compatability mode. It doesn't seem to have any effect, good or bad.


Win 7 Pro, 64 bit
DX11
6G RAM
Nvidia GTX260(2x) happens w/ and w/o SLI enabled
Nvidia driver version 258.96
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clintonman
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Re: UV editor locks up TS

Post by clintonman »

I once had problems from uv's when I had them spread out over a huge area. I don't remember the details. I think I was maybe experimenting with something and the uv values were way out of range and caused crashes.
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Juggalo
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Re: UV editor locks up TS

Post by Juggalo »

Hi Clinton,

Well, the drivers didn't do it. Now the address has changed(same address 2x now), 8007000e. I tried your suggestion and brought my UVs down in scale and inside of the box. I just tiled my checker material and got the same result as zooming way out there, go figure! With all of the materials I have been playing with in the UDK I should have thought of that. Still, not having to zoom in and out is a real time saver to say the least.

I am wondering if it might be possible that I am causing the crash clicking around too fast. I was just working on an area and pretty much started tossing an edge out rather quickly when it happened again. A little click happy maybe! I'll figure it out or work through it. I just thought there may be some known issue that someone had been able to resolve.

Since I have your attention and you know quite a bit about the Unreal 3 engine and the UDK, does X have to point down the bone for skeletal meshes if what you are doing is entirely custom? I know when I plug a character into their animations that X isn't, it does some real neat things! I also notice that that doesn't happen when I plug in my own imported animations via your psk/psa plugin. I am wondering if there is some other part of the engine that requires X down the bone, maybe in the scripts. I have looked through some of the character creation topics, but have not read anything that said it was required. I have also been through most of the VTMs and I believe that when they talk about it they always say, "for our purposes". I plan to write my own scripts and extend either from the UDK or the Game framework as much as possible, though I don't see the point in re-writing all of what works so well. I just know that TS defaults with Z down the bone and I do not know of any easy way to change that. Your script for joint orientation works nice, but I don't want to go through the entire skeleton if I don't have to. 3dBuzz had a mel command that could be put in that would edit all of the joints in a hierarchy. Is there anything similar that could work for TS? I don't have a problem with leaving Z down the bone, I would just like to have a better idea before I get too far.

Thanks
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clintonman
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Re: UV editor locks up TS

Post by clintonman »

Don't know about the uv. Must be a "Beta software bug" kind of deal.

If you're doing all custom stuff for Unreal then the orientations of the joints don't matter. You just have to know which axis you're coding for. But if you borrow code for weapons or vehicles it might be easier to line up the joints the way they have it. In those cases there aren't too many joints to adjust and I recently updated the joint orientation tool with an option to align all the joints with world space. I think that's pretty much what the weapons and vehicles want. What does the mel command do? Was it for changing which axis points down the bone? Which video is it in? I have a lot of 3dbuzz videos so I might have a copy to look at or I can watch via their streaming videos.
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Juggalo
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Re: UV editor locks up TS

Post by Juggalo »

The command was for setting a joint or hierarchy of joints local rotation axis in the Maya 5 PLE that came with the UT2004 ECE. I'm pretty sure it's Jason Busby and Zack Parrish who go through the skeletons and joints in Maya 5 PLE in the, "Joints" VTM, part of the "Character Development, Rigging" segment of the series of VTMs that came in that package. The mel command that they showed was, "joint -e -oj xyz -ch" You could use it to set the local rotation of a joint to whatever axis you needed. They showed the xyz orientation for use in Unreal, which set the X of the local rotation axis of all the joints in the hierarchy to point down the bone.

I do plan to extend some of the existing scripts, just not sure from which ones and yet. The scripts are starting to make sense the more of them I look at, but I do not know exactly where I will be extending mine from, UT, UDK, or Game framework. Probably a mix depending on what I'll need. I think it would just make it easier to stick with the way they have things set up. I think, for vehicles, you can tell it which joint to rotate for something like a wheel. I think the X axis may be important for a weapon for things like line traces, but I'm not sure.

For characters, setting up one skeleton shouldn't be too hard. Then any of the same type character can use it if done right. And that is just it really, doing it right once. I'll give the new script a try and see what happens there. If it comes down to it, I'll do it all by hand. I was just wondering if there was an easier way.
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Re: UV editor locks up TS

Post by clintonman »

No, nothing like that in truespace. If you can accept the z axis pointing down the bone, truespace does a pretty good job of keeping it that way. Otherwise it's the manual route.
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Juggalo
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Re: UV editor locks up TS

Post by Juggalo »

Well, I haven't been able to figure out a good way of doing it yet, but I am still trying to figure something out.

I can figure out the angles that a parent joint needs to point its X to the child, but getting it to rotate that way is a lot harder than it looks with the way the rotations flip around.

The bones are also rotated to meet the next joint. In theory, one should be able to take those rotations, re-arrange them, and plug them into the parent joint. However, that doesn't seem to work very well either.

If I find a method that works consistently for any skeleton, would you be interested in putting it into a pluggin? In the end, I would like to be able to set any axis down the bone. For me, the X is important at the moment, but I am guessing that there are others with other needs.
Juggalo
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Re: UV editor locks up TS

Post by Juggalo »

Well, I haven't been able to figure out a good way of doing it yet, but I am still trying to figure something out.

I can figure out the angles that a parent joint needs to point its X to the child, but getting it to rotate that way is a lot harder than it looks with the way the rotations flip around.

The bones are also rotated to meet the next joint. In theory, one should be able to take those rotations, re-arrange them, and plug them into the parent joint. However, that doesn't seem to work very well either.

If I find a method that works consistently for any skeleton, would you be interested in putting it into a pluggin? In the end, I would like to be able to set any axis down the bone. For me, the X is important at the moment, but I am guessing that there are others with other needs.

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