I was animating my character and was moving around the bones in edit mode. I accidentally moved a bone in edit mode, by pressing "M". I moved the bone into the second layer in edit mode. Then, I realized my mistake and tried to move it back to the first layer. I hit "M" again to bring back up the layer selector, but when I clicked on the first layer, I could still not see the bone. I tried moving the missing bone to all the layers, but it stayed hidden. I selected the bone from the Outliner, but it still was missing. The bone is hidden in all modes, but the bone still affects the mesh in animations.
I assume I am doing something wrong. I have provided a picture to help. The bone missing is named "fr" for front-right.
- Image in case it helps -
Related
I created a blank template and added a landscape.
When I simulate the project, I can look around with the mouse, but as soon as I move with WASD, I am instantly below the landscape. It doesn't fall, so it doesn't appear to be a gravity-related issue, I'm just down there all of a sudden.
Does anyone have any idea what I could have done wrong?
I've not altered any blueprints as far as I'm aware.
Without watching the code is hard to understand what is wrong,but check this:
In the code/blueprint check that when you press input the position is correctly Set (should be like current position + offset based on direction)
Check if your input event is used somewhere else (maybe some uknown behaviour is executed)
I am a numpty. I didn't realise I was working on a map where I'd added a sphere as my sky box, and the collision was turned on, so any movement instantly jumped me down below the bounds of the sphere. Thanks.
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.
I am rendering graphs of hundreds of nodes, in a directed manner from left to right.
Upon first render, all nodes are in the upper left, and then animate over two seconds to fill my svg box. (fit: true, animate: true, animationDuration: 2000).
One thing I notice is that while expanding, the graph is temporarily larger than my svg box, until it snaps into place. It also appears that the "snapping into place", while still smoothly animated, goes "faster" than the initial animation, even if I have easing set to linear.
But I also have functionality that allows me to (cxtmenu) select a node from the graph, and graph from that node. The rest of the nodes disappear, and then that subgraph animates into place to fill the svg box.
However, the closer to the lower right that node at the root of that subgraph is, the odder the behavior is. If I pick a subgraph close to the lower right, then while it is zooming in, it actually travels further to the lower right at first, even to the point of going entirely off the graph, until it finally zooms (more quickly) back into place in the center of the svg box.
Conceptually, it feels like this has to do with the initial positioning of the subgraph's root node, since it is not at 0,0. It's almost as if the layout algorithm starts first, and then at some point partway through, the fitting/panning algorithm kicks in at a faster rate.
I am having trouble determining how to control/fix this. On an earlier project with dagre and d3 (without cytoscape), I found that similar behavior was because of two competing animation algorithms; one for the layout and one for the zoom/positioning. When I set them to the same duration, they canceled each other out and the animation became smooth.
I am using cytoscape-elkjs. I did try out cytoscape-dagre, and its "boundingbox" option did seem to help, but the elkjs extension doesn't have that, and I am wondering if there's something I can do on the cytoscapejs level to control this.
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
So, I have this code. It's a small 3D scene with a ground, a red box, a custom loaded building and a rotating "sun". I'm delegating camera navigation to OrbitControls script, as it fits the most the way I want the camera to behave, however, there is a little weird problem: after I zoom in into a 3D object within this scene, rotate a little, then zoom out to "leave" the object, the zoom out process takes a billion scrolls. It's a weird behavior and I'm sorry if I'm not clear enough; once I'm in I have to scroll like forever, and every frame it seems to move "out of" the object very slowly, like the camera state is somehow screwed up.
I'm sorry if this very question has been already asked, I looked for this issue and tried stuff from other topics that seemed the same, but it didn't work.
#Edit
Wow, something even weirder. I tested zooming in this example, indefinitely, then the zoom in started to grow VERY slowly (just like in my code). Am I misunderstanding something? It looks as if the amount of zoom-in's somehow blocked rendering or something.
WestLangley tip actually solved my problem. Setting minDistance prevented the camera to zoom in infinitely, despite the actual rendering only showing a small step into the scene.