the armature>symmetrize tool in blender is duplicating the same armaature over it - blender

after naming the bones in my armature according to the naming convention, when I try to symmetrize it along the x axis, it duplicates the whole armature over itself [[enter image description here](https://i.stack.imgur.com/8HAjc.png)](https://i.stack.imgur.com/Xzp9n.png)
according to the tutorial that i am following, this is not suppose to happen. would like to know what could be causing this

Related

Godot doesn't import glTF material shaders correctly

I have a model that I am using as my gameworld in Godot and I am putting some textures on it in Blender. When exporting the model to .glb it seems to not be exporting some of the materials correctly.
The ones that are an image texture that I scaled using mapping.
It just skips the first two nodes. When I disconnect them the material looks like it does in Godot.
What it should look like (what it looks like in Blender):
What it looks like in Godot:
There also are some materials that use mix shaders to mix images together. These are also skipped and it just uses one of the two instead of mixing them.
What it should look like:
What it looks like in Godot:
The F is from an image with text that is overlayed ontop of the other image.
I am not really sure if these issues lie with the glTF format and certain shaders just don't work with it or that Godot doesn't want to import them.
I hope someone can help me with this.
Thanks in advance and have a nice day,
Rover
In general, arbitrary node graphs cannot be exported from Blender — see https://blender.stackexchange.com/a/57541/43930 for the long explanation of that. To ensure that the material will export correctly, you'll need to refer to the documentation for the Blender glTF exporter and configure your material accordingly. For more complicated effects, you can also bake Blender nodes down to simpler textures.

Blender: How to correctly export gltf/glb with armature applied

I am having a persistent issue when exporting glb and gltf models from blender (2.79) that have armature applied.
I am using this exporter.
Exporting the model with an armature NOT applied gives me the expected result (ie it appears as it does in Blender) but as soon as I apply an armature (before I have even added any animation) the model exports with all the shapes rotated.
There is at least some consistency to the problem in that it appears as though all the shapes are rotated through 90 degrees on the X axis (although some are positive and some are negative).
To compare I have exported a glb with no armature, a glb with armature, and an obj with armature just to check that there is no issue with my original file. (I have done the same with gltf just in case. You can see a screenshot of that comparison below brought into a-frame.
Here is a side view for ease of comparison. You can see how the individual shapes are flipped 90 on the x axis.
Here as well is a link to that aframe scene
And here is a link to a zip of the blender file
I have looked at many similar issues that suggest applying all rotation/scale etc. tidying up the model etc. I have done all that and tidied up my model as much as I know how. It seems as though the model and armature is ok as the obj export works fine.
I have seen similar questions such as this one but they are mostly to do with distortion of models once animated. I have worked backwards to understand the root of the problem and it does seem that simply applying the armature is what explodes the model in this way.
Am I doing something wrong? Is there an export setting I am missing?
Any help greatly appreciated as ever. And if any more info is needed, please let me know.

How to detect street name plates

I have some problems with this assignment. Given an image of a street nameplate, like this one
I have to detect the nameplate and mark it on the image with a rectangle, obtaining something like this:
Nameplates can be rotated, scaled and in different lighting conditions. The procedure must be automatic.
What i have tried so far is to isolate the nameplate from the background. I've tried with different thresholding methods, but the problem is that i have different images and one single method doesn't work with all of them, due to different lighting condition and noise. What i've thought is to perform a pre-processing on the images, to reduce noise and normalize light, but, again, how to choose pre-processing steps that work with every image in my dataset? And what for images that don't need pre-processing?
Another problem is that there might be other signs in the image with writings on them and i have to ignore them. So i've thought i could isolate the nameplate by that blue outline, but i don't know if that can be done(or if it is convenient) with template matching, also considering that part of the outline could be cut off from the image.
So what i'm asking is: is there an automatic way to isolate/detect only that type of nameplates that have the blue outline on them, regardless of orientation, light conditions, shadows on them, noise in the image, etc? What steps would you follow?
Thank You

Beveling a path/shape in Core Graphics

I'm trying to bevel paths in core graphics. Has anyone done this already for arbitrary shapes and if so are they willing to share code?
I've included my implementation below. I use three variables to determine the bevel: CGFloat bevelSize, UIColor highlightColor, UIColor shadow. Note that the angle of the light source is always 135 degrees. I haven't finished implementing this yet, but here's essentially what I'm trying to do, split into two parts. Part one, generate focal points:
I find the bisectors for the angles between each adjacent lines in the path.
For arcs, the bisector is the line perpendicular to the line created by the two end points of the arc, originating from the mid-point. This should take care of the majority of situations in which an arc is used. I do not take the bisector of an arc and a line. The arc bisector should work fine in those cases.
I then calculate focal points based on the intersection of each adjacent bisectors.
If a focal point is within the shape it's used, otherwise it's discarded.
The purpose of generating the focal points is to 'shrink' the shape proportionally.
The second part is a little more complicated. I essential create each side/segment of the bevelled shape. I do this by drawing 'in' (by the bevelSize) each point of the original shape along radius of the line that extends from the nearest focal point to the point in question. When I have two consecutive 'bevelPoints', I create a UIBezierPath that extends along from the bevelPoints to the original points and back to the bevelPoints (note, this includes arcs). This creates a 'side/segment' I can use to fill. On straight sides, I simply fill with either the shadow or highlight color, depending on the angle of the side. For arcs, I determine the radian 'arc'. If that arc contains a transition angle (M_PI_4 or M_PI + M_PI_4) I fill it with a gradient (from shadow to highlight or highlight to shadow, which ever is appropriate). Otherwise I fill it with a solid color.
Update
I've split out my answer (see below) into a separate blog post. I'm not longer using the implementation details you see above but I'm keeping it all there for reference. I hope this helps anybody else looking to use Core Graphics.
So I did finally manage to write a routine to bevel arbitrary shapes in core graphics. It ended up being a lot of work, a lot more than I originally anticipated, but it's been a fun project. I've posted an explanation and the code to perform the bevel on my blog. Just note that I didn't create a full class (or set of classes) for this. This code was integrated into a much larger class I use to do all my core graphics drawing. However, all the code you need to bevel most arbitrary shapes is there.
UPDATE
I've rewritten the code as straight c and moved it into a separate file. It no longer depends on any other instance variables so that the beveling function can be called from within any context.
I explain the code and process I used to bevel here: Beveling Shapes In Core Graphics
Here is the code: Github : CGPathBevel.
The code isn't perfect: I'm open to suggestions/corrections/better ways of doing things.

OpenCV cvFindContours questions

I'm following this guide: http://www.aishack.in/2010/08/sudoku-grabber-with-opencv/2/
and modifying to iOS 5.0.
I managed to find the largest contour (the sudoku "board"), however, it only locates the surrounding square, without the lines inside, as in the tutorial. can this be easily solved?
I'll try and find a way around it, but still would like to know. thanks!
I assume that you are using the camera right now. Try to load the image what is used in the tutorial and check if your implementation works on that image. Then you can continue with nice sudoku images from the web. You may also change the camera angle and distance from the sudoku when taking pictures to get a better, clearer view.