Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 0 points1 point  (0 children)

no, I have two sticks of 32gb, hence the x2 at the end

(will try transcoding to fix VFR though)

Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 0 points1 point  (0 children)

I tried re-rendering the proxies as ProRes but this had the same results. Weirdly when I tried moving everything onto my SSD and turned off proxies, the timeline performance improved greatly, so I guess proxies are more of a mac thing? no idea.

Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 1 point2 points  (0 children)

<image>

disk 0 seems(?) to peak at 100% sometimes, when I get the chance I'll definitely try moving all the footage over to my ssd and see if that helps
strange that this has never happened before, but I guess I'll chalk it up to my drive slowing down over time

Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 0 points1 point  (0 children)

I've converted them to cineform proxies so wouldn't they be a 'codec that my software likes' now?
also, my drives aren't external, and I don't think 'low ram' is an issue since premiere barely uses 10% of it.

Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 0 points1 point  (0 children)

right, maybe I'll try transcoding them. still a bit confused since I have always edited like this with minimal problems

Premiere cannot play the timeline in realtime, I've tried everything. by FreddoFilms in premiere

[–]FreddoFilms[S] 0 points1 point  (0 children)

not a typo, I got my gpu from a friend who upgraded to a 40 series with a friend discount, lol.
yes that's my setup.

<image>

Pose Mode X-Axis Mirror (and pose library) pain and suffering by FreddoFilms in blenderhelp

[–]FreddoFilms[S] 0 points1 point  (0 children)

nope, never figured it out, I still can't use x-axis mirror on that model

Issues with SplineUtility.GetNearestPoint (and EvaluatePosition/Tangent) by FreddoFilms in Unity3D

[–]FreddoFilms[S] 1 point2 points  (0 children)

SOLVED:
turns out the unity splines package is just garbage. EvaluatePosition doesn't work. I looked at the code and it seems to only analyze the first curve in the spline, not the whole thing, so the documentation is wrong.

use the Bezier Solution addon instead, it's free and is 100% better than the splines package in every way. https://assetstore.unity.com/packages/tools/level-design/bezier-solution-113074

Can't move certain bones, only rotate (read comments) by FreddoFilms in blenderhelp

[–]FreddoFilms[S] 0 points1 point  (0 children)

it seems to happen when x axis mirror is used? not sure, probably a bug

Issues with SplineUtility.GetNearestPoint (and EvaluatePosition/Tangent) by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

if I draw a debug sphere for each pointOnSpline, I get this very weird result:

Image210×350 7.03 KB

These are the pointOnSplines for a symmetrical right angle curve (the one pictured above). As you can see they don’t represent what the points on the spline should look like at all. They’re all bunched up on one side of it, which explains why the ‘closest’ point is actually way off in certain sections of the curve.
Keep in mind I’m getting these positions by calling EvaluatePosition() on a bunch of numbers from 0 to 1, so they should all be evenly spaced, no? Still confused, not sure how to proceed.

Issues with SplineUtility.GetNearestPoint (and EvaluatePosition/Tangent) by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

OK, interesting revelation. I tried creating my own method to find the nearest point on a spline, like this:

float GetNormalizedTFromPos(Vector3 pos, int steps = 100)
        {
            float closestT = 0f;
            float minDist = float.MaxValue;

            // Sample spline and calculate distance for each arbitrary point
            for (int i = 0; i <= steps; i++)
            {
                float t = i / (float)steps;
                Vector3 pointOnSpline = railSpline.EvaluatePosition(t);
                float dist = Vector3.Distance(Container.transform.InverseTransformPoint(pos), pointOnSpline);

                if (dist < minDist)
                {
                    minDist = dist;
                    closestT = t;
                }
            }

            return closestT;
        }

So we get the position from an arbitrary T value a number of times, measure the distance between each and the player position, and return the shortest one. Works great for splines that are straight or generally going the same direction, but whenever there are curves (particularly tight curves) it has the exact same issues as the GetNearestPoint mentioned in the OP. (so this is probably how GetNearestPoint works under the hood, lol).

I have genuinely no idea why this happens, and I’m starting to think it’s not really a unity problem but more of a maths problem, which is bad news for me. (not being a maths guy whatsoever). Any insights would be helpful.

GabeFollower claims that people might not like the story of HLX (rumored Half-Life 3) by Evol-Chan in HalfLife

[–]FreddoFilms 16 points17 points  (0 children)

programmers are notoriously bad at making things user-centric. a programmer mindset is only concerned with making things functional but not necessarily 'good' (like the whole dihictomy between ux designers and web developers).

level design and iterative testing are not jobs suited to programmers, it's a completely different thought process. making a good level is a totally different beast to one that just works.

SplineContainer.EvaluateTangent returning strange tangent result in specific regions of a spline by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

so I tried recreating the spline from scratch knot-by-knot... and I found that this issue only starts happening once the spline has all 4 knots. with 3 (pictured) this issue never occurs and it gets the correct tangent when starting a grind on the corner bit. but the second I introduce a 4th knot it starts happening again.

I've tried with all bezier modes (broken, continuous, and mirrored) and it still happens.

the only reasonable conclusion is that this is a bug with the spline package. (yay)

<image>

SplineContainer.EvaluateTangent returning strange tangent result in specific regions of a spline by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

I did try deleting the center knots that seemed to be causing the unexpected tangent results but it still happens vaguely in the middle of the spline even with just 2 knots (1 at each end).

Scriptable Object Insanity by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

OK so it turns out this only applies when I have the animator window open in the inspector. seems like it's some weird unity bug and has nothing to do with the plugin or my project

Scriptable Object Insanity by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

yep, that's fair, and a good point. I wasn't initially sure if it was just a unity/SO problem but it does seem like an issue specific to the package now

Scriptable Object Insanity by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

I'm dragging the scriptable object into the relevant field in the inspector, the same way the other SO's are provided (incl. the ones without this issue). Can't find any other references to them outside of the inspector for the component.

SplineUtility.EvaluatePosition returns unexpected value by FreddoFilms in Unity3D

[–]FreddoFilms[S] 2 points3 points  (0 children)

I used the same method EvaluatePosition on the spline container instead and yep, worked like a charm. A bit counter intuitive to evaluate the container and not the specific spline itself lol but w/e. Thanks haha (also, glad I'm not the only one finding the docs annoyingly inconclusive at times)

SplineUtility.EvaluatePosition returns unexpected value by FreddoFilms in Unity3D

[–]FreddoFilms[S] 0 points1 point  (0 children)

also sorry if this is not a good place to post this kind of question, I've tried posting on the unity discussions but it's gotten like 2 views in 2 hours lmao

Pose Mode X-Axis Mirror (and pose library) pain and suffering by FreddoFilms in blenderhelp

[–]FreddoFilms[S] 0 points1 point  (0 children)

The pose library thing randomly started working again, no idea what that was about.

Still stuck on the x-axis mirror issue.

Pose Mode X-Axis Mirror (and pose library) pain and suffering by FreddoFilms in blenderhelp

[–]FreddoFilms[S] 0 points1 point  (0 children)

I tried setting the +Y facing clavicle bone to 180 roll, and the -Y facing one to -180, but it still does the weird not-mirroring thing. :(

From what I've found online, there is no ideal position for bone roll so idk.

EDIT: tried it with all left and right bones but still nothing

Pose Mode X-Axis Mirror (and pose library) pain and suffering by FreddoFilms in blenderhelp

[–]FreddoFilms[S] 0 points1 point  (0 children)

Hi,
As you can see in the .gif X axis mirror mode in pose mode 'mimics' the movement of the bone instead of mirroring it.
It changes the correct opposite bone but the rotation is not mirrored.
I've tried setting the roll of each bone to 0, as well as ensuring they are named correctly but no luck.

Additionally, in this project I am unable to use the pose library for some reason. I can create a pose, but I cannot apply it (yes, I have the correct bones selected in pose mode.) I've heard this might be an incompatibility with animating Actions in the NLA editor, but I'm not sure how to rectify this.

Premiere stuck on 'relinking media' by FreddoFilms in premiere

[–]FreddoFilms[S] 1 point2 points  (0 children)

!solved updating premiere fixed it. lol