Blender: black patterns on my rendered model - blender

When I render my model these black lines/patterns appear all over it.
I tried recalculating normals, deleted doubles, and checked for extra faces, but everything seems alright.
Other models that I created from the same base model are ok, so I really don't know where the problem comes from. In the picture they also have th same material so it's not that either.
The two rendered models side by side:
Anyone have an idea of how I can fix this?
Here's the Bleder project: https://drive.google.com/file/d/1lpDNymtcCWtBQTj1qoA3sKUWtzl_fJsV/view?usp=sharing

For some reason, you have double mirror modifier in second mesh, remove one of them

Related

Unreal Engine 5.1 Retargeted Animation From Manny to Mixamo Model Causes Single Animation Sequence To Rotate 90*

I apologize if this has been asked before. I tried searching for this first and nothing is coming up. I'm pretty new to Unreal Engine 5.1 so this might be something I'm doing as well.
I've been exploring animation retargeting in unreal and have tried following the steps we learned in class using one of the models from mixamo.com. Everything appears to work fine at the start and I can get the actual IK and IKR objects working just fine. However when I try to export the animations either from the IKR object or by right clicking the ABP object for the source mesh one and only one of the animation sequences rotates 90*. It is always the same animation (the Land animation sequence) and I'm not sure how to go about fixing it.
Also tried looking on google and turned up nothing.
I'm hoping this is some stupid newb mistake that is easy to fix or maybe there's something I'm overlooking. Any help is greatly appreciated and I will continue trying to fix the problem myself as well and will post if I fix it
Tried retargeting using the following steps
Create an IK_Object for the model you wish to project your animations on with chains for each. Mine looked like the following
IK_Remy
Repeat step 1 for the model you wish to source animations from. Mine looked like the following
IK_Manny
Create an IKR_Object Linking the two together, here's what mine looked like
IKR_Remy
Find the ABP for your source model, right click, and select "Retarget Animation Assets->Duplicate and Retarget Animation Assets". Here's what I'm selecting for that
Retarget Dialog
When I do the following most of the animation sequences for "Manny" export just fine. However the "Land" animation flips for some reason (see image below)
Exported Animation Images
Even stranger, when I preview the MM_Land animation in my IKR object it looks fine i.e. not rotated. However, if I try to export the animation from the IKR object the same thing happens i.e. it rotates 90*. I would expect this to be a case of WYSIWYG where if it's working in the preview it would export correctly. However that apparently is not the case
Also I tried modifying the animation sequence manually but it won't let me. If I try to rotate the model in the animation sequence and save it, once I close the sequence it's re-rotated and the changes do not persist.
I can export the sequence as a new sequence, modify it, and save it, and then rename it as my exported "Land" animation to hard force it and it at least looks normal. However when I actually play the game and jump, when the land animation it still flips sideways and in addition causes the character to scale and warp for a second which makes me think there's something going on here that I don't know enough to fix. Really hoping someone with more experience in Unreal Engine can help.
EDIT: Fixed Image Descriptions
I can confirm that this is an issue - I'm seeing the same behaviour. I haven't managed to fix it yet, but my suspicion is that it's due to scaling - in my instance, I have had to scale up my custom character by around 2.5 times to replicate the scale of the default mannequin. Did you scale your custom character at all?

Blender: How to correctly export gltf/glb with armature applied

I am having a persistent issue when exporting glb and gltf models from blender (2.79) that have armature applied.
I am using this exporter.
Exporting the model with an armature NOT applied gives me the expected result (ie it appears as it does in Blender) but as soon as I apply an armature (before I have even added any animation) the model exports with all the shapes rotated.
There is at least some consistency to the problem in that it appears as though all the shapes are rotated through 90 degrees on the X axis (although some are positive and some are negative).
To compare I have exported a glb with no armature, a glb with armature, and an obj with armature just to check that there is no issue with my original file. (I have done the same with gltf just in case. You can see a screenshot of that comparison below brought into a-frame.
Here is a side view for ease of comparison. You can see how the individual shapes are flipped 90 on the x axis.
Here as well is a link to that aframe scene
And here is a link to a zip of the blender file
I have looked at many similar issues that suggest applying all rotation/scale etc. tidying up the model etc. I have done all that and tidied up my model as much as I know how. It seems as though the model and armature is ok as the obj export works fine.
I have seen similar questions such as this one but they are mostly to do with distortion of models once animated. I have worked backwards to understand the root of the problem and it does seem that simply applying the armature is what explodes the model in this way.
Am I doing something wrong? Is there an export setting I am missing?
Any help greatly appreciated as ever. And if any more info is needed, please let me know.

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 :/

Bootstrap 3.0.0: How to use data-slide-to outside of indicators?

I am attempting to make a small gallery like the one shown below -
I'm sure you've all seen them considering they are fairly common. When trying to make one using bootstrap I ran into a major problem. I can't seem to link the smaller bottom images to the larger top one that was when one of the smaller ones is clicked it changes to the selected image. I am attempting to use data-slide-to however it does not seem to work outside of the "carousel-indicators". I can't put it into the carousel indicators list because that moves the images up into the gallery (It may be possible to fix this with CSS but my attempts have been worthless). Does anyone know the problem? I've tried tags around each image that didn't seem to work then I tried divs. Still nothing.
Things I've tried:
encasing images in .
Moving the smaller images in and out of carousel inner.
Making a custom class for the smaller images.
Things to note:
I am using 3.0.0
All images are generated (if you haven't guessed already)
Smaller images are separate from larger one (not auto scaled down)
Things I plan on trying:
data-target
changing id
Changing class of div tag that encapsulates everything.
As it turns out bootstrap requires you to id the carousel as "myCarousel" and then use data-targets for each image. After changing the ID and setting the data target the gallery now works.

libgdx tiledmap flicker with Nearest filtering

I am having strange artifacts on a tiledmap while scrolling with the camera clamped on the player (who is a box2d-Body).
Before getting this issue i used the linear filter for the tiledmap which prevents those strange artifacts from happening but results in Texture bleeding (i loaded the tiledmap straight from a .tmx file without padding the tiles).
However now i am using the Nearest filter instead which gets rid of the bleeding but when scrolling the map (by walking the character with the cam clamped on him) it seams like a lot of pixel are flickering around. The flickering results can get better or worse depending on the cameras zoom value.
But when I use the "OrthoCamController" class from the libgdx-Utilities which allows to scroll the map by panning with the mouse/finger i don't get these artifacts at all.
I assume that the flickering might be caused by bad camera-position values received by the box2d-Body's position.
One more thing i should add here: The game instance runs in 1280*720 display mode while my gamecam renders only 800*480. Wen i change the gamecam's rendersolution to 1280*720 i don't get those artifacts but then the tiles are way too tiny.
Has anyone experienced this issue or knows how to fix that? :)
I had a similar problem with this, and found it was due to having too small a decimal value for the camera position.
I think what may be happening is some sort of rounding with certain tile columns/rows in the tilemap renderer.
I fixed this by rounding to a set accuracy, like so:
camera.position.x = Math.round(player.entity.getX() * scalePosition) / scalePosition;
Experiment with various values, but I got it working by using the tile size as the scalePosition value.
About tilesets, I posted a solution here: Getting gaps between tiled textures with libgdx
I've been using that method with Tiled itself. You will have to adjust "margin" and "spacing" when importing tilesets in Tiled to get the effect working.
It's 100% working for me :)