Rigify Animbox addon Armature origin not moving problem - blender

I am using Rigify Animbox when move my Armature and start animation it move last position and when go to edit mode it show many link that connect with Armature.
this link can't set origin or can't move please help me how can fix it.
please see below video so you can better understand my problem.
Link: https://screenrec.com/share/AkR59zCZrL
thanks in advance

You probably have a keyframe in Object mode. That makes the whole armature jump to the center of the world (which is where the keyframe is recorded). Just delete all keyframes on the object level and you'll be able to move the Armature object.

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In a basic project, as soon as I move I am teleported below my landscape. What is going on?

I created a blank template and added a landscape.
When I simulate the project, I can look around with the mouse, but as soon as I move with WASD, I am instantly below the landscape. It doesn't fall, so it doesn't appear to be a gravity-related issue, I'm just down there all of a sudden.
Does anyone have any idea what I could have done wrong?
I've not altered any blueprints as far as I'm aware.
Without watching the code is hard to understand what is wrong,but check this:
In the code/blueprint check that when you press input the position is correctly Set (should be like current position + offset based on direction)
Check if your input event is used somewhere else (maybe some uknown behaviour is executed)
I am a numpty. I didn't realise I was working on a map where I'd added a sphere as my sky box, and the collision was turned on, so any movement instantly jumped me down below the bounds of the sphere. Thanks.

Unable to Get options when adding sprites in Godot engine

whenever i drag and drop a sprite from my assets folder it gets added straight as a node to the scene but never ask for options like you see in the image. I am a beginner and do not understand why is this happening. Please help!
To get the node type menu that you're looking for, hold alt when you drag and drop. (Tested in v3.2 stable)

No keyframes are visible but the object still moves

I'm using Blender 2.8 and I just have 2 objects: hand and gun and I want to create animations for them. So, for instance, I want to create a simple firing animation. What I do:
1. I create animation for gun
2. I create animation for hand
But if I switch somehow incorrectly I "lose" the first animation I've created. I tried creating fake users and stuff. I just don't get why I select the armature for which I've just created the animation, it plays, but there are no keyframes.
Here's the vid, here's the file.
Ask me questions if you have any.
The movement may be cached in Blender, you may need to reset the movement cache.
Alternatively, you should look at both the Track Controller and Dopesheet(action editor) - the animation may be stored in both.
The movement could be related to parenting ( to an object that is moving )
The movement could also be caused by physics simulation of a rigid body.
Hopefully with the help of the above, you find the problem.
I had the same problem. In the Animation mode (horizontal tabs across the top of the window), click on the object to animate.
The keyframes will appear.
If the object is not selected, the keyframes disappear.
Just leaving this here so that nobody spends 30 minutes trying to work this out, like i just did.

Center object and fix scaling

I have imported my ZBrush model of some glasses into Blender.
For some reason, the glasses are not centered at all, and I'm having a hard time to navigate it.
I would like to center it so take I can easily navigate around it.
I think the glasses are also not correctly scaled, but I guess I should care about that later.
I have uploaded my model here:
http://pasteall.org/blend/index.php?id=45773
Can anybody tell me how this should be done?
Thank you very much!
Bottom menu: Object -> Transform -> Origin to Geometry
[N] menu: set all three location values to 0.0
Profit
The first step makes sure the origin of your object lies in its geometric center. Currently, the origin is far, far below the glasses. The second step then simply moves your glasses to the center of the coordinate system.
Also, in the 'N' menu (hit 'N' to open it, will show up on the right hand side), you can set the scale just as easily as you have just set the location. Once you are happy with the scale, you might want to use Apply -> Scale (you can get that menu via CTRL+A) to make sure the new size will be used when exporting the model, for example.
Hope this helps. Oh, also: there is a dedicated Blender Stack Exchange.