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Maya 2017 update 4 Runtime error R6025 -Pure virtual function call

Maya 2017 update 4 Runtime error R6025 -Pure virtual function call

Anonymous
Not applicable
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Message 1 of 34

Maya 2017 update 4 Runtime error R6025 -Pure virtual function call

Anonymous
Not applicable

Hello,

 

Animators are constantly getting the same crash for random reasons.


image.png

 

 

 

 

 

 

 

 

 

 

This ranges from clicking a control "nurbs curve" and scrubbing the timeline. Or it could be switching subdivision methods on or off with "1" and "3" on the keyboard. Another reason would be using the "reload textures" option in viewport 2.0 to force the textures to load we have attached to the rig geometry of the characters.

 

Firstly, it would be great to get a couple of suggestion as to why a runtime error of the "R6025 pure virtual function call" variety would occur.

 

3rd party tools we are running:

mGear

a custom plugin for the characters' spines

MG Picker for selecting character controls.

 

Any assistance would be greatly appreciated. Please let me know if I can provide any details.

Thanks.

 

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12,445 Views
33 Replies
Replies (33)
Message 21 of 34

Anonymous
Not applicable

@sean.heasley We would have loved to switch now but most of our tools are only compiled for 2017 and we are in crunch time now. But we are definitely thinking switching to 2018 on our next project. For now, we would like to keep troubleshooting 2017.

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Message 22 of 34

sean.heasley
Alumni
Alumni

Hi @Anonymous sorry for the delayed response but I have another idea!

 

When the error happens and the Microsoft dialog is up.  Open task manager, you should be able to right click on maya.exe and select create mini dump. It will most likely be large, if we are lucky we may be able to extract a stack trace. CER reports have a mini dump that we can process.  We just need to know the exact build about -c command.

 

If this works you can send the file to us and we can take a look at it!

Message 23 of 34

Anonymous
Not applicable

@sean.heasley Thanks, I have made a dump file but it's as you say, quite large. Weighing in at 6GB. I got to compress it down to 1GB but it's going to take some effort to get it on a server to you. I'll try some file sharing service and send you the link. Cheers.

Message 24 of 34

sean.heasley
Alumni
Alumni

Ok sounds good, let me know when you can post/send it!

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Message 25 of 34

Anonymous
Not applicable

@sean.heasley Got it up using WeTransfer. I'm pretty sure the link will expire in a couple of days. Give this a try: https://we.tl/L8Z1AyviwE

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Message 26 of 34

sean.heasley
Alumni
Alumni

Hi @Anonymous

 

We were able to look at it and there was nothing in the stack.

 

However the stack indicates that the problem happened somewhere else and only at that point is Maya tripping over the damage left behind.

It might be worth to test with Consolidate World turned off.

 

Let me know if anything changes!

Message 27 of 34

dirk.valk
Explorer
Explorer

Hi Sean,

 

I don't think most of us have been working or animating with consolidate world on in 2017 since Maya pre update 4 would often crash within minutes or seconds of animating or scrubbing the timeline.  I have found that some rigs when referenced cause the crash users are experiencing in this thread when others do not.  Maya 2017 has a few weird issues where it cannot remove certain reference edits when attempting to delete them manually which may cause that crash you mentioned earlier due to maya calling something that is no longer there.  My guess is the rig of the character was updated and some of the objects are now gone that are causing these crashes.  I've got a few dozen scenes with some characters that received a rig update and have since been crashing non stop.  I turn everything off that I can in those scenes and go slow and save often.  

 

Marthinus,

 

Have you tried exporting an atom file with the animation and importing it to a newly referenced rig?  Are you using namespaces when referencing or merging in your characters?

 

Let me know what you find, I'm going to go back and test a different version of our rig once I'm done with my current project.  

 

dv

Message 28 of 34

Anonymous
Not applicable

@dirk.valk I will definitely give that a try and get animators to refresh their scene by transferring animation to newly referenced rigs. This would make sense because we have been getting the strangest bugs on rig updates where Maya would get confused and turn one piece of geo into another. For example, the character's head geo or whatever would become one of the props. Then you'll find that Maya got confused and plugged the wrong thing into the head geometry Shape node's In Mesh. Just an example, not necessarily the head. So, in general, we can only hope Maya 2018's referencing is more stable when it comes to managing reference edits.

 

@sean.heasley we are also double checking that Consolidate World is ticked off. Thanks.

Message 29 of 34

sean.heasley
Alumni
Alumni

Thanks for the informed post @dirk.valk

 

This is the most interesting issue I've come across so far, so really hoping we can get this solved!

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Message 30 of 34

dirk.valk
Explorer
Explorer

If you're referencing these rigs and you experience any strangeness with the issues you mentioned, try turning off every reference and then unchecking and checking the rig back on with its reference model ( or without depending on your setup. )  I've seen issues with shaders and shader groups disconnecting and only solving it by re ordering the way maya loads a scene's references.  Also try and have one animator use a OpenGL core profile strict viewport 2.0 and another on compatibility and see how many crashes they get.  Resetting your workspace (bottom of the drop down menu ) can help too.  There are no compatibility issues that I know of with going back to Maya 2017 update 3, so if that's what it takes, that is your last option. 

Message 31 of 34

Silverland
Collaborator
Collaborator

still have this problem when trying create relocator in Time Editor in Maya 2017 update4 and Maya 2018 as well. Very annoying error that took  a lot of my time. Tried everything of the above suggested methods and nothing worked

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Message 32 of 34

Anonymous
Not applicable

HI ! I think I solved this problem. I have never encounter this problem before, but one day it consistantly appears, it turns out that I did something in preference setting.

 

In Preference--Animation-- Evaluation, I change the evaluation mode from DG to Parallel in order to increase my playback frame rate in viewport 2.0.(And it indeed helps, it used to playback in 9 fps, now it is in 30 fps!!)

 

But DON NOT check the two boxes below !!! (1. GPU override  2.Include controllers in evaluation graph)

 

IF you did so, not only you will encounter the problem in this thread, but also another problem--"OpenCL Error: Unknown error waiting for idle on GeForce GTX 1080 (Device 0)."

image_185.png

Hope it helps !

Message 33 of 34

Anonymous
Not applicable

We upgraded to Maya 2018 and never had this runtime error ever again, thankfully.

 

At the moment I'm using both GPU override and include controllers in evaluation graph without any problems. GPU override does indeed give problems once and a while depending on the scene but no pure virtual function call problems.

Message 34 of 34

dirk.valk
Explorer
Explorer

Agreed.  For anyone still out on 2017, upgrading for the sake of animation stability to 2018 seems like the way to go.  My last production lost an incredible amount of time with crashes but 2018 has been very stable by comparison.  I'm not sure if the last 2017 updates have fixed some of these issues.  But thank you for contributing to the thread,  I'm sure there's someone out there that was driven mad by this until they saw your response.