I just started to work on my first project in Blender and I already have a problem. It seems as scaling works somewhat weirdly on my cube.
Here's a GIF to show you what I mean:
The bottom face doesnt change the form of the cube but the side face does.
What should I do or change to make the bottom face act like the side face?
Here is the resault I want:
I believe there is an overlaid face on the bottom face of the house. You probably used extrude on this face before. Everytime you used extrude, either on vertices or edges or faces, an new one would be created. If you clicked right mouse or cancel it, the newly created would be hidden as it is overlaid with the original. Just delete the face and vertices.
Related
I am working on modeling a shape for 3d printing, but I'm running into a problem with it having non-manifold vertices. I've ensured that the faces are oriented properly, but it still says these vertices are non-manifold. Anyone have ideas?
Figured it out. The fact that I was trying to make the long top, outside, and bottom piece one single face was the problem. The vertices where the center section met the inside of the outer part of the design were being overlapped by the edge from the single long face. Instead, I added the vertices (points in red) in that spot, at the top, and in both places on the mirror side of the shape. After that I recreated the faces between the new vertices, checked for manifold vertices, and got none.
I was animating my character and was moving around the bones in edit mode. I accidentally moved a bone in edit mode, by pressing "M". I moved the bone into the second layer in edit mode. Then, I realized my mistake and tried to move it back to the first layer. I hit "M" again to bring back up the layer selector, but when I clicked on the first layer, I could still not see the bone. I tried moving the missing bone to all the layers, but it stayed hidden. I selected the bone from the Outliner, but it still was missing. The bone is hidden in all modes, but the bone still affects the mesh in animations.
I assume I am doing something wrong. I have provided a picture to help. The bone missing is named "fr" for front-right.
- Image in case it helps -
My problem is three-fold. I'm going to try to explain as detailed as I can, because I've asked this question before and haven't gotten any clear answers.
What I'm Trying to Do:
I have diagonally shaped images, that I'm trying to make clickable, so I separated them out of the background image. They were originally one image, but I've cut out several pieces of the image and I want to align them identically to how they were in the original image. This might not the best method for what I am trying to achieve, and if there is a better way to make non-square areas of an image clickable, that would solve all of these problems. If not, here is my problem. The problem is, as soon as I align them in XML, I boot them up on an Android emulator or my phone, and they are aligned differently on both, differently than the preview and from each other.
Below is my example, and I'll try to explain what I mean.
The black and white grid is my background. The brown, red, and yellow lines are separate images. I don't want to just combine them with the background, because I need those lines to be clickable. I'd set a button behind them, but they are diagonally shaped and I need the entire shape to be clickable. However, they have to be EXACTLY where they are in the background, aligned specifically as they are to the background. The problem is, as soon as I load it on another device, it scales, and everything misaligns.
It also misaligns depending the device, so I presume it's because it's scaling the different parts differently.
I need a way to align it the way I want it, and have each image scale together.
How I've Been Trying This So Far:
Initially, I tried just using XML. And herein was my first problem. My background image is 1920x1080. It loads on the emulator without a problem. However, if I try to load it on my phone, I get the following error:
OpenGLRenderer: Bitmap too large to be uploaded into a texture (5760x3240, max=4096x4096)
So that leads to my first question. Why is my 1920x1080 trying to load as 5760x3240?!
I bypassed this, by using Picasso to scale the image to 1920x1080. As a sidenote, in addition to programmatically loading the image, I also am removing the title bar. Here is my OnCreate:
super.onCreate(savedInstanceState);
this.requestWindowFeature(Window.FEATURE_NO_TITLE);
this.getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(R.layout.activity_main_layout);
Picasso.with(this).load(R.drawable.backgroundimage).resize(1920,1080).into((ImageView)findViewById(R.id.background));
On the XML side, I've tried all sorts of different things. Relative layouts, linear layouts, frame layouts...None seem to scale the separate imageviews the same.
Which leads to my second question.
How do I scale two differently sized imageviews together, so that they maintain their alignment on different sized devices?
My second imageview is 198x547(this would be the equivalent of one of the squiggly lines in the example images) and even setting that in Picasso does not maintain my alignment. In fact, that doesn't seem to work at all, since I have to scale it differently to even match the alignment I have in the original image.
Summary Questions
I need a diagonally shaped portion of an image to be clickable. Is cutting the shape out as a separate image the appropriate method for doing so? If not, how do I make such a specific, non-square area of an image clickable?
I need specific alignments to scale together. Why aren't they?
Why does my png file upscale itself?
I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).
Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).
However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value.
But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all.
I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position.
One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.
Has anyone experienced this issue or knows how to fix that? :)
I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.
I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.
I fixed this by rounding to a set accuracy, like so:
camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;
Experiment with various values, but I got it working by using the tile size as the scalePosition value.
About tilesets, I posted a solution here: Getting gaps between tiled textures with libgdx
I've been using that method with Tiled itself. You will have to adjust "margin" and "spacing" when importing tilesets in Tiled to get the effect working.
It's 100% working for me :)
I have this plot as part of a PySide program;
And there are two problems I have with it. The first is the ugly grey border. I know I can can get rid of it using the toolbar option, but I can't find a way to it programatically, or make it default to that when it plots...
The second issue, is that it is drawing the grid lines on top of the surface, which I would rather it didn't do... How do I get the grid lines to be drawn underneath the surface?
EDIT:
i'm using version 1.1.1;
this doesn't happen for all plot types - i.e.
that is fine.
If i try and plot multiple objects, then it can be a problem;
but i understand that's a limitation of mplot3d not being a try 3D engine, just a set of 3D images with a Z-Ordering, so the order of objects drawn becomes orientation dependant. (same graph - different angle: enter link description here).
The grid lines should surely always be at the bottom of the drawing though, no? Is there a way to force them to be?
Will.