I made arms and legs in blender and i want to individually postition them but auto mirror wont let me, how to turn auto mirror off? - blender

I made the arms of my character using auto mirror, but now i want to postion them individually but it wont let me t urn off auto mirror, how do i do it

I'm not sure which one you mean "Mirror modifier" or "Mesh symmetry" in Sculptor mode
Mirror modifier: Click drop down menu and select apply and you can move them separately.(https://i.stack.imgur.com/WhZy7.png)
Mesh symmetry : https://i.stack.imgur.com/4sSwF.png

Related

Exploding only some part of an object in Blender 2.82a (using Explode modifier with Vertex Group?)

I am trying to explode/destroy only some part of an object.
Following Blender 2.82 manual page
https://docs.blender.org/manual/en/2.82/physics/particles/emitter/emission.html
says "You may use vertex groups to confine the emission, that is done in the Vertex Groups panel."
So, it must be possible.
As a test, I created a Blender file, attempting to explode/destroy only the left ear of Suzanne, using Explode modifier.
I tried the following:
Added a monkey object ("Suzanne").
Applied "Subdivision Modifier" with "Simple" subdivision algorithm.
Created a vertex group named "VtxGroup_Suzanne__All_vertices_in_left_ear", which contains all vertices in Suzanne's left ear.
enter image description here
Created particle system setting.
Enabled Rotation.
In "Density" field under "Vertex Groups", entered "VtxGroup_Suzanne__All_vertices_in_left_ear".
In "Render As" filed under "Render", chose "Object".
Added "Explode" modifier.
This modifier has "Vertex Group" field, but it seems it does not make any difference in the result (probably because I do not know how to use it properly???)
At this point, when I play the animation, particles erupt out of Suzanne's left ear, breaking down Suzanne little by little.
However, the destruction is not limited to the left year. Entire Suzanne starts breaking down.
Some destruction pieces are really big or unnaturally long, such as almost half of Suzanne's face shown in the screenshot.
enter image description here
Is there any way I can limit the destruction only to the left ear (which is vertex group "VtxGroup_Suzanne__All_vertices_in_left_ear".
Also, can I adjust the sizes of destruction particles, so that some of them would not be too big, nor too long?
I tried setting a whole bunch of settings, but I could not find the solution. Maybe I am attempting this completely wrong? Is there some way to accomplish this in a completely different way?
This test file is found here (zipped):
Test file for Explode modifier with Vertex Group
Thank you in advance for help.
Try splitting the object? If you want to animate the object beforehand, construct the object out of two separate objects grouped, and then ungroup them at or before the keyframe you want them to explode. I hope this helps!
:)

cytoscape show traffic between nodes along an animated path

I need to show things moving between nodes along their connection paths similar to this project. I haven't been able to find any examples of it in cytoscape, but I have used cytoscape in the past and prefer to keep using it for this as well. I would appreciate recommendations on how to approach this problem.
You've got a few options...
The easiest is the Marquee visual style. It produces a "marching ants" illusion in the direction of directed edges. Simply to the Styles tab in the Control Panel and select the "Marquee" style. In the EDGE tab, you can choose from 3 different Marquee Line Types. You could imagine mapping these 3 line types to 3 categories (or bins) of traffic density, for example. Or you could use color, thickness and/or transparency in combination with a marquee style to represent traffic density. You can see an example here:
https://youtu.be/MF0zsxEPoPc?t=44
There's also an app for animation! This takes the approach of interpolating any visual style (including position and existence) between any set of key frames you provide. So, for example, you would have a start and finish frame and then CyAnimator would make a movie file for you:
http://apps.cytoscape.org/apps/cyanimator
And yet another completely different approach: with the scripting capabilities of Cytoscape, you can pretty much do whatever you want. The Unit tests for the RCy3 package, for example, ends up being an almost psychedelic display of data vis potential (and the unit tests aren't even at full coverage, shame). So you could direct your own animations in real time with a bit of scripting in R or Python. Here's the RCy3 unit test demo and links to the scripting libs:
https://www.youtube.com/watch?v=IXqbdlUnzUE&t=1s (caution: flashing graphics)
https://bioconductor.org/packages/release/bioc/html/RCy3.html
https://py2cytoscape.readthedocs.io/en/latest/
I'm using cytoscape.js with meteor.js. My elements, stylesheet and vehicles (shown as red dots) are stored in mongo, and can be updated via an external process or edited on-screen. The graph can be restructured or reshaped on the fly, and the vehicles will discover the new least-cost route to reach their target. Moves are queued with eles.animate() Routing is handled by eles.floydWarshall().path(). This might be similar to what you had in mind.

Changing Small Image For All Products in Magento

I use the sql code below, and it seems to work fine, and when I check the admin panel of magento, I see that the change is done as in the picture. However, when I check the website, I see the position 1 product still in all products as small image. Nothing seems to be changed in front end. I cleared all the caches but still the same, any ideas?
UPDATE duvargiydir_catalog_product_entity_media_gallery AS mg,
duvargiydir_catalog_product_entity_media_gallery_value AS mgv,
duvargiydir_catalog_product_entity_varchar AS ev
SET ev.value = mg.value
WHERE mg.value_id = mgv.value_id
AND mg.entity_id = ev.entity_id
AND ev.attribute_id IN (86)
AND mgv.position = 2;
You may need to flush the image cache located at System -> Cache Management.
You'll see a button on the bottom that says "Flush Catalog Images Cache" or something similar.
Magento will create a resized and compressed image to display on the front-end rather than the original. So if you change the original in the database the observer methods were not triggered to clear the cache and recreate the thumbs.
Doing this will allow for the thumbs to regenerate on page load.

Scene rendering goes dark after calling LoadScene/LoadLevel [duplicate]

I completed Unity's roll-a-ball tutorial and it works fine. I changed a couple of materials to make it look better. I also added a C# script that should restart the level when the player falls off of the ground (I disables the walls). I am using Unity 5.5.
It initially looks like this:
But when I go off the edge and the level restarts, it looks like this:
It sometimes looks like this for a few seconds after opening unity when the editor is loading.
Here is the script:
using UnityEngine;
using System.Collections;
public class DeathTrigger : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter (Collider other)
{
if (other.gameObject.CompareTag("Player"))
Application.LoadLevel(Application.loadedLevel);
}
}
Any ideas on what's causing this?
The colors and materials are loaded. This is a lighting problem because lighliting is still calculating in the background. This will likely occur in the Editor only. This should not happen in the build.
Depending on your Unity version, you can fix this by going to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
For older version of Unity with no Auto Generate checkbox, see here.
After play with Lighting tools, only one thing should be change on Lighting Setting for every scene.
Window > Rendering > Lighting (Unity 2020)
Click at Environment Tab
At Environment Lighting, change Source from Skybox to Color.
Select white color from Ambient Color.
Done. Try test it.
Before
After
I found many solutions online but I was missing out a step, so I hope this helps.
Most solutions indicated to go to Windows->Lightning, then untick Auto and Click Generate Lighting. My problem was that while I was pressing the generate button I did not have all of my scenes loaded for preview (at least not the scene I had problems with), so it was only applying light generation to the loaded scenes. Make sure all scenes are loaded when generating the lights.
Try Clearing Baked Data if you are using unity version around 5.5
Go to Windows->Lightning->Untick Auto->Now Click dropdown arrow of Build Button which is near Auto(Check Box) -> Select Clear Baked Data.
Now try Your code which looks fine although SceneManager.LoadScene (1); is enough.
Also unloading the previous scene and setting new scene as active scene is a good practice.
This worked for me.
File > Build settings > player Settings > (on the left) Graphics > (Top-Right) gear icon > Reset
I'm a newbie and none of the advice on web helped me. However when I went to Window > Rendering > Lightning > scene tab; If "lightning setting" says “none”, click on it and choose “demo”- setting. Press “generate”.
So it seems like it was missing settings all together which made the scene go dark when loaded.
I encountered the exact same problem. What worked for me was to set Directional Light > Light > Mode to Realtime. (it was Baked, for some reason)
I hope this can help someone in the future.

Changing interactive mode Edge Shape in JUNG

I am aware of the ability using an EdgeShapeTransformer to change the look of edges:
vv.getRenderContext().setEdgeShapeTransformer(new EdgeShape.Line()); // for example
However I am looking for how to change the way the line looks while dragging from one node to another to create an edge interactively. By default the 'hovering' edge which is not yet linked to another node is a large curved line. See the example here for what I mean.
CubicCurveEdgeEffects is where it is done. There is an EdgeEffects interface that can be implemented to do other things instead. It is used by the SimpleEdgeSupport class via the EditingGraphMousePlugin.
(Credit to Tom Nelson, offline communication.)