Why does my animation look completely different when rendering? - blender

I have created an animation of a robot which when running does the animation the way I like it to. When I render it, certain objects like the arm of the object does not show. Any reason as to why this is?

show/hide_render icon:
Check if this little (Show/hide_render) icon is turned off for that specific mesh.

Related

Draggable MapKit Annotations

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.

Cube won't render BLENDER

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

How can I get shadows in blender game engine?

I'm making a very simple game in blender and for some reason shadows don't work. I tried every kind of light source, including objects with emisions. 'Cast shadow' and 'recieve shadow' check boxes are checked for ol the objects. I tryed all teh methods to dysplay objects. Is there an easy way to get shadows in the game?
Away to create shadows is like so:
-Switch Muiltitexture to GLSL
Now, you must understand that only certain lights cast shadows. I believe that the only two are the Sun, and Spotlight, however spotlight only casts partial.
While in GLSL Mode, you must change the Solid Mode to Textured Mode for lighting to work. Then, select the sun(angled at your prefered angle) and scroll down in the objects tab. Look for Shadows, and make sure the box is checked. Then play it. The Shadows should automatically appear in the Scene view as well because GLSL has support for realtime shadows.
WAY NUMBER 2:
Another way is to Bake a scene or object. This means that you place lighting in render mode, and capture all the lighting and textures(with lighting) and make a texture. This works really well, but doesn't have realtime shadows. Look it up for more imformation.
Hope this Helped!
In the Viewport press N and in the rendering options switch from multitexture to GLSL and then switch to Texture mode,
You don't have to tweak the settings. you can try this by creating a new blend file.
Hope this helps

Three.JS, any idea to create sliding for Three.js?

I am thinking to develop some tools for my prototype system. I saw a function in the following link and seems very useful for me as well. But I dont know how to implement it? any idea?
http://www.arcgis.com/home/item.html?id=9c0e319bfaff4d33a0fe2da97c2c3fd7
Thanks!!!
This may not be the most efficient solution, but you could create two viewports, both rendering the scene from the same camera, but before you render the viewport for the right-side half, set the visible flag of walls (and other Mesh objects as necessary) to false, and after rendering the right-side scene reset those flags to true. This wouldn't implement the slider, however.

NSMenuItem with Image and text

I have a question regarding NSMenuItems.
What I'm trying to do is replicate a java GUI using native OS X components, therefore the language I am using is Cocoa. What I am trying to do is to get every menu item to have an image and then, beside it, some text.
I have already done some research into it and my first port of call (as always it seems lol) was the apple docs which had this handy example which illustrates how to embed views inside menuitems:
https://developer.apple.com/library/mac/#samplecode/MenuItemView/Listings/MyWindowController_m.html#//apple_ref/doc/uid/DTS10004136-MyWindowController_m-DontLinkElementID_8
Being relatively new to cocoa, I was thinking I would have to override one of the drawing methods from NSMenuItem. Not really sure though.
Another idea that I was toying with was creating a custom view that held a image and some text.
Any other ideas/validation or discussion would be most appreciated.
Thanks all!
Oh and the GUI creation is being done by hand no interface builder.
Okay, so I now have menu items with icons beside them. For anyone who is interested here it is ( i've not done a leak analysis on it or anything).
First things first, put all of the images you want into the "Resources" folder (thats what its called in xcode 3.1.4).
Now, for example, after we have all the images, we want to use images called "eraser.png" and "eraser_on.png" and I want to attach these to the 3rd menu item. In order to achieve this we do the following :
The code below will get the menu item at position 3 in the menu
NSMenuItem *item = [ nameOfPopUpButton itemAtIndex:2];
The code below will set the image for the menu item to be "eraser.png"
[ item setImage: [ NSImage imageNamed:#"eraser"] ];
That's you set the image for the menu item (which will be on the left hand side of the text aka before the text).
If you want different images for the different states, eg when the user presses it, use this method (not tested myself but its sounds sensible :D and the function is straight out the api)
[item setOnStateImage: [ NSImage imageNamed:#"eraser_on" ] ]
You can however leave it nil or not set it at all and it will go the default color
Hope this helps someone.
Pieced this together from: https://developer.apple.com/library/mac/#samplecode/MenuMadness/Listings/Controller_m.html#//apple_ref/doc/uid/DTS40008870-Controller_m-DontLinkElementID_4
Thanks :)
If you need to do this you have the right idea in creating a view with image and label subviews.
BUT: don't do this. Creating a "native" application is not primarily about your choice of language (which is Objective-C, btw, not Cocoa; the latter is a collection of development frameworks implemented in Objective-C). It's about conforming to the platform.
On OS X (and iOS), more than probably any other platform, consistency in UI design is paramount. Users know when an application looks strange, and having icons next to each menu item (something I certainly have seen in Java apps) is definitely strange and unnatural on OS X. Users will be irritated at best, confused at worst.
So my advice is to either follow the Human Interface Guidelines (and save yourself a lot of work as a nice side effect) or just stick with your existing Java application.
If you want to provide quick iconic access to common functions, the recommended approach on OS X is to use a toolbar.