Weird immoveable thing around my vertices in Blender - blender

I was sculpting in blender when I found this thing that just wouldn't budge when I tried to move it, it seemed to be not related to any vertices and I couldn't delete it.
Btw it is a downloaded model
When I tried to boolean remove it most of the model disappeared and I couldn't sculpt it out, I tried to copy the vertices and it stayed. Its not flat but rounded.
Picture

Related

Blender glft mirrors armature after exporting model

I have gltf model with rig and animation sequences (with .bin), exported from video game League of Legends. After mport into Blender, everything looks fine (almost, but that's not important for rig), but after exporting into other format (I export as .smd to use in Source Filmmaker, but also tried othe formats) and importing into Blender exported model armature mirrors along global Y. Here's how animation has to look
And here is what comes after export-import:
import mesh with armature, but without animation
and what comes with adding animation
(for this after previous screenshot I flipped mesh in edit mode along Y global).
I tried to mirror before/after export-import both armature and mesh. Nothing helped before. On last screenshot everything is flipped along global X. One day I fixed it, but her weapon (circle thing) is always behind her after export-import when it must be ahead of her.

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.

Blender: black patterns on my rendered model

When I render my model these black lines/patterns appear all over it.
I tried recalculating normals, deleted doubles, and checked for extra faces, but everything seems alright.
Other models that I created from the same base model are ok, so I really don't know where the problem comes from. In the picture they also have th same material so it's not that either.
The two rendered models side by side:
Anyone have an idea of how I can fix this?
Here's the Bleder project: https://drive.google.com/file/d/1lpDNymtcCWtBQTj1qoA3sKUWtzl_fJsV/view?usp=sharing
For some reason, you have double mirror modifier in second mesh, remove one of them

Blender, using compositing for light sources

I am in the blender compositing panel and i was using cycles at the time and i found my self making blurs and glares for lights in my scene, however what if i wanted to make two differant emmision objects but have one with differant properties than the other, because i found that when you use compositing it effects the entire image in the mask. i have tried moving too differant layers... but nothing worked. i dont know but masks might work... i havnt tried masks yet.
if any of that made any sense, any opinions would be amazing
thanks -Adam
the most recent update for blender was used "2.78"

UV mapping in blender not showing properly when unwrapping

I am trying to uv map a cube in blender 2.74, but even though all six faces are placed on the image on the left hand side, only two of them actually show on the cube on the right hand side. I have tried unwrapping in different ways and moving the squares on the left hand side around, but still only two sides show the image.
When I try more complicated shapes (a tree), none of the faces show the texture, no matter how I unwrap.
However, when I export as a .obj file and draw it with opengl, all sides are textured, with the texture coordinates in the places where I uv mapped them to.
So my problem is that I don't know what it is going to look like until I actually export the file.
How do I get all faces of an object to show textured as I do the mapping?
simple solution, duplicate a couple of those light sources(the dashed line outlined black sphere that always appears in the cube startup program), and place them around your object. Also switch between shading options.