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klogath
Posts: 4
Joined: Wed Aug 29, 2007 1:02 pm

space navigator Windows XP: SOLUTION!

Post by klogath »

If you have problems getting Blender NDOF run with your space navigator,

download the vcredist.exe (2.6 MB) from Microsoft homepage (The MS Visual C++ Redistributable 2005) and install it.

Now my space navigator is detected when starting blender and the navigator works perfect now!

However, make sure that the mouse pointer is over the 3D Window, otherwise it will not work. I had to reconfigure the buttons and axis of the navigator also (e.g. invert axis and increase speed and the like). Once you are satisfied, save the configuration e.g. as "Blender".
This process was a little bit confusing, but finally worked.

Hope that helps.

klogath
simon'ese
Posts: 2
Joined: Tue Aug 28, 2007 8:17 am

Post by simon'ese »

@klogath It did help :D Finally it works

Code: Select all

plugin path=F:\BLENDE~3\plugins\3DxNdofBlender.plug; ndofLib=01ADE7F0
1 client
klogath
Posts: 4
Joined: Wed Aug 29, 2007 1:02 pm

Post by klogath »

@simon
visualgroup
Posts: 6
Joined: Mon Aug 13, 2007 9:47 am

Post by visualgroup »

Thanks for that Klogath your fix worked with my Spaceball 5000 USB. Happy days :D
mobed
Posts: 8
Joined: Wed Aug 15, 2007 11:32 am
Location: Germany/Bavaria

Success! with win xp home

Post by mobed »

Hi every one.

Thank you for that advise klogath.
Now it works fine and I'm very very happy.
twisted
Posts: 6
Joined: Sat Sep 01, 2007 9:45 am

tilt & roll speeds a little slow?

Post by twisted »

I just started to play with space nav & blender, appears to work flawlessly on windows xp. (I had Visual C++ 2005 runtime components installed and did not run into the issues described by some - btw, isn't that a blender requirement on windows?)

At first glance, the tilt & spin speed seems to be calibrated a little bit on slow side when compared to the panning motions - even when I move the tilt and spin speed sliders completely to the right, the motion seems "slow" relative to the panning speeds left at the default speed setting. Thoughts?
ettore
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Re: tilt & roll speeds a little slow?

Post by ettore »

twisted wrote:I just started to play with space nav & blender, appears to work flawlessly on windows xp. (I had Visual C++ 2005 runtime components installed and did not run into the issues described by some - btw, isn't that a blender requirement on windows?)
Oh yeah, I guess it is... doh, I completely missed that (official) requirement:
blender.org/download/get-blender wrote: For the Windows build, you may need to install this official update. Vista doesn't need this, but users of older Windows versions should install it if they experience a crash during startup of Blender. Microsoft Visual C++ 2005 Redistributable Package (x86)
twisted wrote:At first glance, the tilt & spin speed seems to be calibrated a little bit on slow side when compared to the panning motions - even when I move the tilt and spin speed sliders completely to the right, the motion seems "slow" relative to the panning speeds left at the default speed setting. Thoughts?
Could be. You have a few ways to adjust the sens - use the individual sliders to adjust sens of one axis relative to the others, and the general slider in the "Device" tab for the overall sens. Next releases will probably be more fine tuned.
ettore pasquini
software engineer
3Dconnexion, inc.
rlishere
Posts: 3
Joined: Wed Sep 12, 2007 12:47 pm
Location: Solingen, Germany

Post by rlishere »

Hallo,

so
THAT IS GREAT,
my SpaceNavigator works in Blender.

Thanks a lot to everyone who was involved to.

Will this become part of standard Blender Versions?

rl
artfultheory
Posts: 2
Joined: Sat Oct 27, 2007 1:26 pm

Post by artfultheory »

Correct me if I'm wrong, but since I'm running Vista 64, I should be able to:
1. Install my SpaceNavigator core drivers(*1)
2. Ensure my SpaceNavigator is working with demo apps
3. Download Blender 2.44 NDOF experimental branch(*2) and extract/install
4. Download and install Python 2.5
4. run Blender, with support for my SpaceNavigator!

But it doesn't work. Instead I hit the same dead-end others have reported, which is the Blender initialization completing with:
Compiled with Python version 2.5.
Checking for installed Python... got it!
ndof manager

Conclusion:
There's something wrong with the code, and the SpaceNavigator won't work in my configuration.

Steve, Luke, Ettore, did I miss something? If not, and you don't already know what is up, I've got VSE C++ downloading right now. Please give me your thoughts before I burn any more time on this though.

Thanks,
Shannon


Notes:
1. I assume I don't need to download the plugin(*3) separately and copy it into the Blender folder, although I later tried doing so.
2. Although the installation instructions(*4) at BlenderBuilds reference this plugin, they also reference a version of the NDOF build(*2) for Windows with this plugin included. Also, this thread I'm posting to says
3. Per this thread, the original 3DConnexion builds(*5) are missing some components, and the "Normal" NDOF build(*2) should be used when troubleshooting.
4. BlenderBuilds has various Blender SIG releases, but BlenderFoundation or "BF" posts the widely-accepted and supported stuff. As of this post (BF release 2.45 is current), SpaceNavigator doesn't work in BF builds. Don't bother trying to install the plug-in into a BF folder yet.
5. The seemingly authoritative installation page(*8) at 3Dconnexion's site doesn't mention you must use the NDOF build of Blender, but you must.
6. The announcement(*6) of Blender support for 3D controllers refers to BlenderBuilds releases.
7. The announcement(*7) of 3Dconnexion support for Blender refers to currently beta code
8. The Visual C++ redistributables are required in many cases(*9) for this to work. However, they are included with Vista, and will not install if attempted.
9. The BlenderDev wiki(*10) on this topic doesn't really have any information.
10. There's a long article at (*11) that ends in posters crossing their fingers for support for the SpaceNavigator in Blender 2.45, don't bother reading it.


(*1) http://www.3dconnexion.com/support/downloads.php
(*2) http://mirror.blenderbuilds.com/windows ... _win32.zip
(*3) http://mirror.blenderbuilds.com/plugins ... indows.zip
(*4) http://www.blenderbuilds.com/2007/08/05 ... h-a-prize/
(*5) http://mirror.blenderbuilds.com/windows ... 2_orig.zip
(*6) http://www.blender.org/news/article/3d-device-support/
(*7) http://www.3dconnexion.com/news/press/0 ... lender.htm
(*8) http://www.3dconnexion.fr/solutions/blender.php
(*9) http://blenderartists.org/forum/showthr ... enavigator
(*10) http://wiki.blender.org/index.php/Blend ... dofDevices
(*11) http://blenderartists.org/forum/showthr ... tor&page=3
http://www.blendernation.com/2007/08/13 ... r-support/


As an aside, there's random data on this topic in various places. However, most of it is partial reposts of initially incomplete information. I'm a little frustrated that I took "3Dconnexion Announces Support for Blender" at face value, without reading the fine print (forums). Support really isn't there yet, especially from a documentation perspective, since there are neither consistent nor authoritative installation procedures.

I purchased the SpaceNavigator specifically for use with Blender. Thanks for opening your libraries to a GNU project, and I'm looking forward to the first BF release of Blender that actually implements them. Until that time, I hope the information I've gathered here helps save others some of the time this issue cost me.
artfultheory
Posts: 2
Joined: Sat Oct 27, 2007 1:26 pm

Post by artfultheory »

As noted above, I was unable to install the VC 2005 runtime. However, after installing VSE 2005 C++, it started (nearly) without a hitch. The debug build of the plugin had some badness, but the primary release worked.

So, I have a hack, instal VSE.
gridsleep
Posts: 5
Joined: Fri Nov 16, 2007 10:38 pm

No initialization

Post by gridsleep »

I'm getting the error in Blender:

ndof manager
1 client
3Dconnexion main COM instance: 00000000
3Dconnextion device initialization NOTsuccessful

Is this due to a problem with the plugin, or locating the plugin? Blender appears to be seeing the SpaceBall but cannot attach to it.
I am using Windows XP 64 on an Asus M2N-E with NVidea chipset and latest drivers. 3DxWare installer 2.8.2, Blender CVS Build 01 August 2007 3DConnexion, Python 2.5.

3DxWare 3.5.0 build 15
device type SpaceBall 5000-A
firmware version 2.45

The SpaceBall itself appears new, just received it yesterday. The labels on the bottom do not match. The large label says SpaceBall 4000FLX while the model is listed as Spaceball 5000FLX-A. It is the IBM model. It arrived with by itself with no disks or manual. I downloaded all the docs and software I could find on your site.
The 3DxWare loads and runs on start but Windows keeps saying it cannot find the drivers for the SpaceBall 4000FLX. It has a yellow flag in the Device Manager. All the demos included with the 3DxWare perform perfectly, so I know the Spaceball is working, including all the buttons. It appears to just be Blender that is having trouble seeing it (as well as Windows itself, at least as far as *thinking* it is installed, yet it works, so the driver *must* be installed.)

I changed the serial port settings from 9600 to 57600 and flow control from none to hardware, but that appears to make no difference.

If the plugin were not working, would the demos still work? Is the plugin just for Blender?
gridsleep
Posts: 5
Joined: Fri Nov 16, 2007 10:38 pm

possible firewall connection?

Post by gridsleep »

Each time a program starts, that can be addressed or manipulated by the Spaceball, the Spaceball beeps. I noticed today that when my AVG 7.5 security suite started its daily upgrade program, the Spaceball beeped. Could the AVG be affecting the Spaceball's behavior, or, at the very least, the behavior of the the serial port? I will check into this more closely when I have time.
jwick
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Post by jwick »

3DxSoftware 3.5.0 doesn't support serial devices (only USB devices).
As I recall, 3DxSoftware 2.8.2 doesn't support serial devices on x64 reliably--only x86.

The SB beeps anytime power is applied to it. That happens as various software opens and closes the serial port. That is all the beeping you are hearing.

Jim
3Dx Software Development
gridsleep
Posts: 5
Joined: Fri Nov 16, 2007 10:38 pm

still, problems

Post by gridsleep »

I did find the information elsewhere that tdxinstall.dll is not for serial connections.

I am still getting the Found New Hardware Wizard for the Spaceball every time I boot my computer. I finally just let it "never prompt me again for this software." It appears to be working even though Windows does not think so. I believe it is because, while the 3.5.15 3DxWare appears to work, the 32-bit driver is not providing any information about the signals from the serial port. Windows wants to know what the device is.

I was trying a mix of 3.5.15 and 2.8.2 with no improvement. I have removed all the 3DxWare and reinstalled just the 2.8.2 but that does not do anything at all after a reboot.

The Spaceball works well with the example programs but not at all with Blender. See my previous entry. If there is no fix available (and I have tried the various methods described) I will see if I can write some sort of patch with the old sdk. Thanks.
jwick
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Post by jwick »

Hi gridsleep,

The Found New Hardware Wizard is from the plug-n-play manager. Some of the old serial SpaceBalls supported plug-n-play. The PnP manager is looking for an .inf file that no we longer ship. It makes no difference what you reply to the PnP manager. 3DxWare doesn't make use of it either way.

Serial devices are not supported with Blender. Some of the tricks people have mentioned on the forum (copying files around from one version to another) may work, but that certainly isn't a supported solution, and frankly it is difficult to keep track of all the copying they are doing. You can try it. The worst that would happen would be that the application and/or the driver would crash--of course, you could lose all of your data in the process. I don't recommend it. We don't do anything to allow this or expressly prohibit it unless we are certain that it will crash things.

We only guarantee that what we put together will work.

Serial devices are a complete dead end. I wouldn't suggest anyone to ever buy one (on eBay or anywhere else). They aren't worth wasting time on--your time is way more expensive than a ten year old device. The best thing we ever did for the stability of our software was to drop support for them. We've also dropped the price of the USB devices dramatically. Give one a test drive. They are also significantly faster and more responsive.

Jim
3Dx Software Development
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