Grid For Texture Editor Doesn't Show Up - cinema-4d

I was waching a cinema 4d video when he selects the texture editor option on the left and a yellow grid pops up. He can then move, scale, rotate the texture that was applied to a object using the yellow grid. I tried the same thing but all that shows up are axis controllers shown below. I tried to use them but they don't do anything. I tried to do the same thing on a simple solid but that didn't work either. PLEASE HELP.

You need to change the projection to something other than UVW Mapping... That will allow you to see and manipulate the Texture Grid.

Related

change wireframe background in blender 2.8

I am totally new to blender. Check out the following picture:
My coach changed cylinder to wireframe, so then I change my cylinder to wireframe, however the view is different:
My question: How do I change to wireframe view? My wireframe background is transparent but first in image is not transparent.
Can any one help? I'm using Blender 2.8
You can change between wireframe/solid/material/and render previews by pressing the z key and confirming your selection in the radial menu.
You may also find the options in the
overlay dropdown menu useful - located in the top right hand corner of the 3D viewport. Particularly the floor, grid and wireframe options.

How to create legends with triangular end boxes in arcGIS?

I simply want my legend which is now in the form of the left bar in the following image, to be shown in the form of the bar in the right side. I couldn't find anything related for arcGIS. those anyone know?
Thank you so much for your help.
Unfortunately I don't think there is an elegant way to do this, only a work-around:
In Layout View, convert the legend to graphics. (Make sure your data and legend are in their final product state as your legend will no longer be dynamically linked to your data).
Right-click on the legend and ungroup the elements in the legend. Repeat as many times as necessary in order to be able to select an individual rectangle.
Manually convert the two rectangles into triangles. One way to do this would be to activate the "Draw" toolbar and draw white polygons over parts of each rectangle.
Once finished, regroup everything.
Again, not the prettiest solution but I don't believe ArcMap has this functionality.
Good luck!
Tom

Camera movements in Verold

In Verold, using the Verold Studio controls, how do I get the camera to rotate around the axis of the model when I pan, rather than just turning on its own axis? I've searched through the controls in Studio and am unable to find the solution. I am certain it is right in front of me, I just cannot see it.
When you click the camera, then open orbit controls, and the first setting in there is the object to orbit. You can set this to a model, or a mesh. Depending on what you want to orbit.
The other trick is that you should make sure that your camera's initial position is a valid orbit position. To do this, select the model you want to orbit and click the 'F' key. Now you can choose your camera and set it to this position using the "align to position" button.
Hope that helps!

How To Remove Background Wall & Gridlines On 3D Chart Control

I am trying to remove all gridlines and all parts of the background wall from a 3D Column graph. I have tried changing every background colour and every enabled setting to false but I still cannot seem to find where to remove the surrounding gridline as shown below. If possible, I would like to keep the graph floor, but remove the side and back walls.
I'm sure it's simple, so any help would be appreciated.
Thanks
Unfortunately the style of Area3DStyle is a bit hard-coded. You have the possibility to choose one of the following LightStyle:
None
Simplistic
Realistic
From you picture it seems that you have chosen None, try to set LightStyle to Simplistic to remove the border on the bars.
If you want to completely remove also the gray background you can set the ChartArea BackColor to Transparent.
The final result will be similar to

How to build a Head Up Display in OpenSceneGraph that resizes depending on the screen's resolution?

I'm pretty new to OpenSceneGraph and I have the following problem:
I'm trying to build a 2D Head Up Display out of several images, so that it can resize depending on the screen's resolution. That means I have extra images for the corners and one image for the bar that connects the corners and so on.
Well, that's the idea. But I have no clue how to do that in OpenSceneGraph.
Can anybody help me?
So, when the window resizes, you'll get an event from osgViewer telling you about the change.
You need to resize your viewport when the window size changes, so your HUD geometry has some idea of what the pixel-size of the display is (most of the HUD examples setup for a nominal 1024x768 screen and then just let that stretch around as the window is resized, pretending like the new viewport is still 1024x768).
Once you've resized the viewpoer, you need to rearrange your geometry. Your corner pieces need to be laid out at the fixed pixel size you want them to always appear, then you need your connecting elements to change size, horizontally or vertically, to fill the space between the corner pieces. You usually rely on texture stretching or repeating to fill the space as the piece of geometry gets stretched.
If none of that makes any sense, I can describe more.