[closed} Can't move, rotate, scale in Object Mode in Blender - blender

If I try to rotate nothings happens the same with when I try to scale.
But if I try to move only the orange point in the middle is moving.
I use Blender version 3.4.0
EDIT: I just deleted all my blender versions and reinstalled the version 2.8 now it's working

Related

A-Frame 0.70: Animated Blender-Exported glTF 2.0 w/ Simple Rig Doesn't Render Correctly

I'm creating an animation with a simple rig in Blender and using it A-Frame 0.70. I have a box with a lid that opens via Euler rotation, but all children of the armature rotate with the lid even if they are not supposed to animate. Wiring up the flaps to their respective bones also distorts the geometry of the flaps - but I am simplifying this problem to just the lid for now to try to understand what is happening.
Animation works fine in Blender and apparently works in UX3D.
Attempts to separate the mesh into pieces and de-parent them from the armature results in the de-parented meshes to not render at all despite exporting all objects.
Tried Blender 2.78c and 2.79 and virtually all combinations of glTF export options with latest Blender glTF 2.0 exporter from Khronos.
Blender Screenshot
A-Frame Demo
<a-gltf-model cursor-listener id="gift" src="#rigged-gift" animation-mixer=""></a-gltf-model>
Blender source included in CodePen link
Appreciate any direction I can get on this problem!
This is now resolved with Blender 2.8 and above.

QML apply a texture to a Mesh

I am trying to apply an image texture to a Mesh in QML (Qt 5.6.2). I started from the sample "Shadow Map QML" and I want to texture the GroundPlane. Material and Effect qml classes are applied to that GroundPlane mesh but I can't see how to apply an image texture. In QML, there is TextureImage, ShaderEffect but nothing about how they can be applied to a Mesh.
Any ideas?
EDIT:
Qt 5.6.2 is not the good version to work with to use Qt3D as the first "fully supported release of a stable Qt 3D module" was in Qt 5.7. So, I'll have a look at Qt 5.7, maybe 5.8 now! And at first glance, there is some texture propperties for the mesh.
there is a simple example for you
https://github.com/tripolskypetr/simpleqml3d
Watch on IronMan.qml

Light problems nwjs and threejs

I'm having problems with the lighting in my proyect, I'm just using normal direct light.
light = new THREE.PointLight( 0xfefffe);
But the problem is that with the 0.12.3 version of nwjs the objects in the scene are black (like if there was no lights) and sometimes the start flickering in red, black and green.
If I change the original libEGL.dll and libGLESv2.dll with the ones in the 0.13.0 version of nwjs it works fine but only in some hardware... I don't know whtas going on, what can I do to make everything work just fine?
Thanks
So, this is what hardware limitation it seems. I used PowerVr device driver *.dll ( EGL and opengles ) for solution. Curious to know this problem happen on ubuntu/linux devices?
Since you are creating material which take light vector as input check on the basic material and see the result.
Plus try to make the custom material shader which has (ambient,specular, (diffused optional) ) and then see result on machine.
Since the dll contains the implemenation of gles stuff onto window machine I believe you see this issue on window itself.
Black only comes when it require light vec into fragment shader and it is not been passed so texture2D result with light of undefined give you blackish output

chrome, cy.js 2.1.0: nodes disappear with mouse motion

macos 10.7.5
chrome Version 32.0.1700.107
Version 32.0.1700.107
and the simple "single.html" helpfully provided by gcpdev:
live code examples: cytoscape.js initialization -- incomplete?
Any movement by the mouse in the canvas makes the nodes disappear. zooming and and out (with middle mouse roller button, for instance) makes them visible.
This problem is only on Chrome. Firefox and Safari work fine.
Any suggestions?
Thanks!
Paul Shannon
I can't reproduce this on Mac OS 10.9 with Chrome 32, which probably indicates this is a problem with Chrome rendering canvas on that version of Mac OS.
I notice that the linked demo is using v2.0.2. Have you tried an updated v2.0.x release or v2.1.0?
Try using pinch-zoom to set the zoom level for the webpage (not for the Cytoscape canvas element, which has its own separate zooming operated by scrolling with two fingers on the trackpad) to 100%. This fixed it for me, based on this question and this github issue, both about an almost identical issue in Firefox.

texture does not apply correctly on several faces

After rendering a simple object, some faces have a corrupt texture, even all faces should use the same texture.
Did i miss something or does anyone knows a workaround for this?
Removing Smooth shows the correct texture.
Similar issue with other textures
Removing and recreating faces does not solve the problem.
Below a link to the Blender File.
Thank you very much.
Blender File example:
https://skydrive.live.com/redir?resid=9260E6210D9A2E5B!807&authkey=!AEKG2Qgg1spEHCc
Edit: Im using Blender 2.68a Windows 64 bits on Win8
Under the Mapping section in the texture settings, change the texture coordinates from Normal to Generated.