Can I disable mirrored weight paints in blender? - blender

Recently, I've been working on a 3D giraffe model in blender as a beginner and upon rigging the animal I have faced a problem.
In a nutshell I'll explain how I've done the model itself. Basically I followed 'Grand Abbitt's' youtube tutorial. I just drew the giraffe 'around' with a plane, made the plane 3D by extruding it and mirrored it to one of the axis so it becomes a 'whole giraffe' and I only have to edit one side.
Now, after parenting the mesh/model to the bones, I've realized that (obviously) the weight painting got mirrored too, and since the mirrored side is an 'illusionary' side, I can't edit it only the real, original side thus the original side's leg has a normal weight paint, thought its weight paint is mirrored to the other side thus the original side leg moves both legs, which I don't want to happen.
My question would be, is there any way - except for completely restarting the whole model - to just 'disable' weight paint mirroring/being able to weight paint the mirrored side?
Thanks for your help in advance!

This is probably way too late for you at this point, but I found that if I selected the mirrored bone on the 'illusionary' side it would also have the bad weight painting, but on the real side, and I could remove that, and then it got mirrored and removed from the real side as well.

Related

Scaling different faces of a cube acts differently Blender

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.

Unreal Engine 4 minimum distance of camera from object

I placed a standard Camera in front of a moving Actor. When I set the current view to this camera I noticed a strange behaviour: If the actor get really close to another object on the scenario (a default cube) it disappear from the view. It looks like the camera is getting into the cube. I'm pretty sure the camera is not colliding with the cube because the actor has a couple of bumpers that prevent the side where the camera is placed to collide with other objects and the whole camera mesh is placed fully 'inside' the actor. The problem maybe is related with the size of the actor that's about 40cm x 30cm x 10cm. The observed cube is 1mt x 1mt x 1mt, the minimum distance of camera from cube is around 3 cm.
Sounds to me like you're experiencing an issue with an object passing your camera's "clipping plane." In the 3D world, this is simply just draw distance minimum and maximum values. For more information on what you are experiencing, check out this brilliant explanation by Autodesk: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Rendering/files/GUID-D69C23DA-ECFB-4D95-82F5-81118ED41C95-htm.html
Now, let's fix the issue! In Unreal Engine, it's super easy. Go into your Project Settings/General Settings. There is a value called Near Clip Plane, which simply changes the minimum clipping value for Camera components. I would bet making this value smaller will fix your issue! For a visual representation, check out this tutorial by Kyle Dail: https://www.youtube.com/watch?v=oO79qxNnOfU

Baked lighting seems to have no effect on Blender model

I'm having a terrible time trying to figure out what's going on with my baked lighting. It appears that only Realtime lights affect my model. I've attached 2 images to demonstrate the problem. I have several point lights in the interior of my model. If I set them to Realtime everything looks great. However, if I set the, to Baked and change the GI accordingly they don't seem to interact with the model at all. Oddly enough the Directional Light on the exterior (and you can see it poking through the hallway door) Seems to display fine when set to Baked.
The model is generated in Blender and I do have the "Generate Lightmap UVs" import option selected. I've tried just about every combination of settings I can think of.
It turns out the interior lights were just a few pixels above the surface of my ceiling cube, causing the light to never reach the interior of the room :/

overlapping of geometries in Scenekit

I'm have put a plane onto the same height as the edges of the cube are. Everything you see was created in Blender and you can download Blender file here. The plane is a little bigger than the hole so that they overlap.
The whole rendering is a little funny. I get this frame around the hole due to plane and cube edge having the same hight. I only want the plane to be visible. How can I fix this?
EDIT: I can always change height for a tinywiny bit but I would prefer a different approach due to shadows and reflections and stuff.
I'm a little confused because you are referring to a hole while it seems that your cube does not have any hole and your are adding a plane on top of it.
What you are seeing is called depth fighting and it's because both objects have the same z-value, yes.
SCNMaterial exposes properties like writesToDepthBuffer and readsFromDepthBuffer that can help with that. Also check SCNNode's renderingOrder property.

Detect multiple bodies in Kinect?

I am working with kinect in openframework using the ofxKinect addon, which is great and plenty fun!
Anyway I am looking for some pointers or a direction when dealing with multiple bodies on the screen. I was thinking of making a rect around each detected body and when the rects intersect something could happen, an effect or anything.
So what I am looking for are ideas or something that could point me to the right direction of detecting multiple bodies when using a kinect.
Right now based on the depth image I get from the kinect I go through each pixel and create a bunch of smaller rectangles with a padding and group them in a larger rectangle bound if they are separate from another rectangle group. This is not ideal as it only deals with the pixel values and is not really seperating bodies from eachother and is not giving me the results I am looking for.
So any ideas would be greatly appreciated!
If you want to use ofxKinect a quick solution would be to threshold on depth and assume bodies and no other objects will be within a depth range. This should make it easy to use the OpenCV's contour finder to isolate the outlines of the bodies and get the bounding rectangles. If the rectangles intersect(and ofRectangle already does the math you), trigger the reaction you need. Also don't forget to do that once if the effect isn't showing already, otherwise you will trigger the effect multiple times per second while the two bodies' bounding rectangles intersect.
You could try something a bit more hardcore and using ofxCv(not just ofxOpenCV) to tap into the HoG functionality. This is slow in itself and not ideal with the depth map, but hopefully you can run in every few seconds just to detect a person and the depth, then keep tracking that movement.
Personally, if you want to track people with the Kinect I recommend using ofxOpenNI as if already provides the scene segmentation feature and even if you don't track the skeletons you can still get useful information like the pixels pertaining to each body and they're centre of mass. I'm guessing Microsoft KinectSDK has a similar feature and there should be an oF addon, but it's windows only.
ofxKinect/libfreenect does not offer any people detection features, so you will need to roll your own.