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Space Pilot causes runaway in Viewport

Posted By RobH2 3 Years Ago
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Space Pilot causes runaway in Viewport

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RobH2
RobH2
Posted 3 Years Ago
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I just installed iClone 8 like everyone else in the world today and it's impressive. Just one issue so far, it detects my Space Pilot and then there is a runaway motion of the coordinate axis or any object. The object starts spinning and zooming away. I've been using a Space Pilot over 10-years and it's nearly impossible to keep my hand from touching it without thinking. Normally, that just ends up in no motion and you let go saying, "oh yea, it doesn't work here." But, this is a killer for me with iClone8. Sometimes iClone 8 will open and be running away as soon as it opens, even without touching the Space Pilot. 

iClone 7 does not have this issue. And, Character Creator 4 works perfectly with the Space Pilot. That was a nice realization. 

I've tried to disable Space Pilot in its settings by turning off all buttons and rotations. But no help. I've also used the Preferences in iClone 8 to turn down the Game Pad settings but they don't go to "0", The only go to "1". At "1", the runaway is in very slow motion but it occurs and once it starts you can't stop it or 'Esc' out of it. You have to terminate iClone and restart. 

Any suggestions? I can't disable my Space Pilot to use this one software. That's not practical. But I can't use iClone 8 with it turned on...  
virtuali
virtuali
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Are you using an Orthographic camera ? If yes, I reported a problem with 3DConnexion here:

https://forum.reallusion.com/513403/3DConnexion-support-great-but

It works much better in Perspective View. The only issue for me is it would be best if we could choose whether the controller should control scrubbing on the timeline OR controlling the camera in the 3d view. Now it does both, depending which one is in focus, which makes it tricky to use.
RobH2
RobH2
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I'm not sure what camera the default one is. I'm so new to iClone I haven't made any custom cameras yet. But, upon inspection, it appears as if the New Scene default camera is Perspective. 

Here's a video that shows my issue. 


I open a scene and most of the time it is fine. But, some of the time it opens and the camera is already moving and can't be stopped without terminating and restarting. But, if I bump or touch my Space Pilot in the slightest causing even the tiniest amount of input, off we go and the iClone camera starts moving. it's unstoppable. 

I know, I can unplug or disable my Space Pilot driver. But, that's so counterproductive because if I'm bouncing back and forth between iClone, UE, Max, etc., those are all crippled as far as navigation goes. It's just not practical to turn off my Space Pilot when working with iClone open. 

I read some posts on 3DConnexion. Their moderators send me back here saying, "tell your developer to incorporate our API into their product, we provide it free to any developer who desires it. We can't control it on our end." 

I'm hoping this is a bug and in issue they can address quickly. 
RobH2
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I have a workaround...lol....
76% of original size (was 666x19) - Click to enlargehttps://forum.reallusion.com/uploads/images/28d32b21-d12b-4963-85f5-3b10.jpg
ken_1171
ken_1171
Posted 3 Years Ago
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I have a "Space Navigator" and the exact same thing happens to me. It works 100% fine in CC4, but as soon as I touch the 3D mouse in IC8, things start spinning around uncontrollably, and there is no way to make it stop. I therefore confirm the issue reported here happens, even if I have a different model of the 3D mouse. No issues with CC4 - this only happens in IC8.
3dtester
3dtester
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Hi, i have the "Space Navigator", too.

I found a thread in the 3dconnexion forum.
You can edit the file %AppData%\3dconnexion\3DxWare\Cfg\Global.xml
I have set the "deadband" value to 20 which seems to help a bit.
https://forum.3dconnexion.com/viewtopic.php?p=51711
However, this only prevents the unintended trigger of the movements.
When it goes havoc, it still can't be stopped :crying:





RobH2
RobH2
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Good work. I was there looking for something, anything, to try like this. Thanks for posting. I'll try it and report back. 

Good news is that many of us have this problem, so it is indeed a bug and not a localized conflict. Let's hope they hop on it. 

EDIT:  Reporting Back
The tweak of the xml did not do anything for me. The runaway is slower, but always occurs if I even just bump my Space Pilot and it detects an input from the vibration. 
ken_1171
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Considering the same mouse works perfectly fine with CC4, we shouldn't have to do anything with it in IC8. I believe this is something that Reallusion would have to fix on their part.
3dtester
3dtester
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ken_1171 (5/14/2022)
Considering the same mouse works perfectly fine with CC4, we shouldn't have to do anything with it in IC8. I believe this is something that Reallusion would have to fix on their part.


Yes, and i believe that RL devs could fix this in a minute...;)





3dtester
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RobH2 (5/14/2022)
Good work. I was there looking for something, anything, to try like this. Thanks for posting. I'll try it and report back. 

Good news is that many of us have this problem, so it is indeed a bug and not a localized conflict. Let's hope they hop on it. 

EDIT:  Reporting Back
The tweak of the xml did not do anything for me. The runaway is slower, but always occurs if I even just bump my Space Pilot and it detects an input from the vibration. 


You can try to set it to an even higher value. For me it works, so it doesn't react to a short bump.






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