How can i get rid of the circle in the branch in sourcetree? - branch

I have a problem with pull the branch, and I think it's related to circle in front of another branch (highlighted by an arrow) and i don't know how to rid of. If I want remote branch to pull: feature, only option is pull into local branch: Errors.

Related

How to configure MOCP mapping and Expression with metahuman and Live Link

as my title says I am having trouble mapping face data from the Live Link app to a metahuman.
Here is what I have done so far:
Created a UE5 project (Film/Video & Live Event)
Imported a metahuman (custom-made) into the project
Added required plugins to project (Live Link, ArKit, Apple-etc)
Connected Live Link mobile application to local network
Set the metahuman's animation controller to the Live Link feed
Calibrated the Live Link data within the Live Link application
The problem I am having:
Parts of the face are not responding at all (ex. metahuman's right eyebrow does not respond to me lifting my left eyebrow).
The left corner of the mouth seems to be stuck (ex. when I try to open my mouth, all points respond except for the single point stays where it is).
The mapping/naming of facial components seems to be mirrored/off/labeled wrong (ex. if I was to wink my right eye this would result in my right eye closing and my right cheek pressing upward. On the metahuman, the left eye would blink and the right cheek would raise.)
These issues are very frustrating as I can not seem to get past this basic calibration. I see online people using these same tools and getting results with the metahuman's facial movements that are really clean. Is there something I am missing? I know that after the metahuman has been calibrated, I will create sequences, am I supposed to be modifying these value there? I am not sure... I have commented on every video I can find and I have posted this question in the Unreal Discord (here) with basically no help.
Note: I don't need a full solution, I just need to be pointed in the right direction! Please let me know if there is anything I am missing in my setup or calibration workflow.
thanks for reading.
Had the exact same problem with a customer project, and the issue was it wasn't using the correct animation blueprint. Once we switched it to the correct animation blueprint for LiveLink the issue was immediately resolved. I remember that exact same facial expression - sorry as I know this was a frustrating one for the customer as well.
It seemed that I was doing everything right. After upgrading from 5.0.3 to 5.1 the issue stopped completely.

Blender Texturing doesn't show up correctly after repeatedly baked on it even though UV-Mapping fits perfectly

The problem occurs, when I baked lightings & reflections via Principled-BSDF (Cycles) on an "Image Texture"-Node repeatedly. The first times I get excpected solutions and then suddenly the mesh seams to be broken as it keeps showing future bakings incorrectly (image below).
Also when I move an island in the UV-Map nothing seams to changes on the Mesh in the 3D-Viewport. The UV-Texture looks unchanged no matter what I do. Like it has frozen or something.
My Blender Version is: 2.92. Im getting the same problem with 2.83.
I keep getting this problem over and over and I just can't find a solution. Even if I exported the mesh in another project. It just "infects" the other project and I get the same problem there.
I only can repair it if I completely start over.
Please help me. I'm really frustrated with this. This has defeated my blender project now for like the 4th time... :/
> Screenshot example here <
It appears as if the generated texture coordinates are being used for some reason instead of the UVMap coordinates. If the vector socket of the of the image texture node is unconnected it should use the current selected UVMap.
This may actually be a bug if it's happening after multiple uses of the baking tool.
You should first try connecting the image vector input to the uv output of a texture coordinate node to see if it has any effect. Alternatively try to connect a UVMap node

deployed app does not reflect local release testing?

I'm using react-navigation-drawer in my RN project. I have a left drawer navigation item and I previously changed the name of this item but for some reason the name change wasn't reflected in the subsequent app that was pushed to Google Play. So I added a TEST button to the left nav drawer as well as to the bottom of another screen. Then I did a bundleRelease and tested the release bundle locally using:
react-native run-android --variant=release
Both of the new TEST buttons were displayed as expected in my local release test, and the left nav item name displayed in my local release test as expected as well. But then I uploaded the latest aab to Google play, and the new TEST buttons are included in the latest downloadable version (including the TEST button in the left nav drawer), but the left nav item name is still 2 versions old. There is no reference in my RN project codebase to the old left nav item name, yet the old left nav item name still displays in the downloadable app instead of the new one.
I did gradlew clean and I'm really not sure what to do at this point. I'll probably post a thread to react-navigation-drawer Issues on github: https://github.com/react-navigation/drawer/issues. I was thinking about contact Google Play support but I'm pretty sure that they simply push out what is given to them. Have you ever experienced behavior like this? What would you recommend as next steps at this point?
Have you tried deleting the previous aab or apk file, and then rebuilding, I had a similar issue where it would not overwrite if an existing file was there.

how can i unlink this child from the parent in blender?

this is my first time modelling a character in blender.
link to pic: screenshot
the rest of the body is complete but now i wanna combine the hands to the arms and as you can see the hands are child to the body. i tried many things which i found on google like pressing U, Alt+P, etc but nothing worked. when i right click and select unlink it says not yet implemented. everything i do to hand is happening to the body too. i want the hand to be a separate entity. pls tell me how can i do that :'<
pressing P worked. thanks for your time anyway

react-native-router-flux - Resetting navigation stack in tab

What we want
We use react-native-router-flux in our application and find ourself in a situation where we need to reset the navigation stack (at least) for one tab. This is our scene structure:
tabs
listTab
listView
recordingView
creationTab
recordView
descriptionView
publishView
Concretely, our application lets users create and view recordings. There's a listTab, with two sub-scenes (list of recordings and view a single recording) and a tab for creating (creationTab) recordings with several steps (recordView, descriptionView, publishView). After the last step, the recording is published and we redirect to the viewRecording scene for that recording in the listTab.
When pressing the creationTab again, we would like to get back to the first scene of the creation process again, but instead we of course land on the last step (publishView) again.
What we tried
After reading through the documentation and issues connected to this, we figured the option reset might help us. However, if we try to add type='reset' to the props of creationTab, when pressing the tab, all other tab icons disappear (as documented in this issue).
So instead, we then tried to set the type of our push from publishView to recordingView to reset, but that also did not work (although the right action is dispatched and the back button is removed on the new scene, when hitting the recordingTab icon again, we still get back to our old publishView).
We also though about using Switches, to unmount the components but it doesn't seem like this is how they were intended to be used...
Versions
react-native: 0.30.0
react-native-router-flux: 3.32.0
We're now getting a bit desperate after days spent on issues like this and similar ones and I am not sure how we should proceed. Has anybody experienced similar problems or found a solution?
I faced the same issue. As a temporary workaround, I do not use the reset option but instead follow the redirection immediately with a pop action.
In my case, my view is only one level deep so this is not too dirty. I'll look for a cleaner solution but I hope it can help in the meantime.
react-native: 0.35.0-rc
react-native-router-flux: 3.35.0