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)
Related
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.
I am working with MapKit on MacOS and trying to enable a draggable annotation that uses a custom image. I can successfully get the annotation to be draggable but it requires the user to be quite accurate with where they click and drag as the annotation image is larger than a conventional pin. Is there a simple way to expand the area so that any part of the image is draggable? Otherwise I imagine I will have to use some kind of NSGesture on the view to manually set the dragstate, but was hoping there might be an easier way!
Okay, I never managed to sort this to my satisfaction using Annotations. I’m not saying it can’t be done, maybe someone else can comment and leave pointers to help. But I eventually achieved what I wanted using overlays instead. So if someone stumbles on this question and has the same issue, you can make it work with a custom overlay rather than an annotation and you implement the dragging using a NSPanGestureRecognizer with translation for the movement.
I am using blender to make a character, but every time I add a mesh cube, it won't render. I've done several attempts to make it work, but it just won't. I'm sure I'm not the only one with this problem.
If you can see it in the 3d viewer but not in the render, check in the list in the Outliner where you have all your objects and see if the little camera is clicked on.
if you can't see it in the 3d viewer but you have the point try to scale using S
thanks again in advance for any time spent helping me.
Thankfully, I have been able to import TMX to libgdx game without much of a problem, however this is now the first time of using Object Layer, for which at this moment in time I only want to include Platforms as the object (ie. I have 1x Tile Layer showing my background image and 1x Object Layer above). Now I've seen that I can just draw lines and/or boxes, circles etc to create 'zones' which I can pull into my code (goodness only knows how atm but I'll figure that later/soon )
But I see in Tiled that the button - Insert Tile (T) - exists.
I'm trying to use it but when the tile im using as a platform is placed it goes exactly where the mouse is pressed and I can't move it other than delete it. I'd just like to copy-paste a whole row of them for now and Level1 can just be 50 tiles in a flat line just so I can get it all working. It seems weird to me that Tiled can't do this but Ive spent ages looking for a way and can't find it.
Am I missing something or is this just not possible? And if the latter, how does an experienced tiled user (who's making a 2d platformer) go about creating such a simple example above in the Tiled environment?
What a noob - I answered my own question. The option I needed was in the 'View' dropdown menu -> 'Snap To grid' LOL
I have a camera and a stage in my project.
When I move up the camera, the stage follow it but I want the stage stay at the same place.
I would set the camera to the stage :
this.stage.setCamera(camera);
This worked before the update of libgdx 0.9.8 -> 1.0.1 but this function doesn't exist anymore.
How can I do this ?
Thanks.
They added the Viewport stuff. See this artikle for more information.
The stage itself does not have any camera anymore. But the viewport of the stage has one.
This should solve your issue if you already use a viewport.
stage.getViewport().setCamera(cam);