Camera movements in Verold - 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!

Related

How do i reset to the default Camera setting(Unity3d) [duplicate]

When you first run Unity, it has that scene where an Area Light is acting like a sun, and the camera is a nice shade that allows you to clearly see around you.
I accidentally changed my settings on my Main Camera, and it has stayed there, and is a solid color of blue. How do I get the original camera settings back?
Just click that little gear and reset it:
Delete your main camera. Make a new camera. Drag it back into the hierarchy. Rename it to the name of your original camera. That should, in theory, give you all of the default settings if I remember correctly.
What you're looking for is called a Skybox. Here's how to get it back
Select the Main Camera GameObject. Under the Clear Flags setting, select Skybox
Open the Lighting tab by going to Window -> Lighting
Under the Environment Lighting settings, change your Skybox to Default-Skybox
Profit.
Pictures below
just set the scale in Main Camera for z-axis to -10 as it is set to 0 which renders camera preview with blue screen.
A screenshot is provided so i hope it may help you. just change your settings as depicted in the screenshot

Rotate a camera on its centre

What I want to do is to rotate a camera on it's centre while the camera position is steady. So as a result when the user clicks and moves the mouse he will get all the perspectives possible from that point of view.
I am using trackback controls so I have tried things like:
controls.target.set(camera.position.x,camera.position.y,camera.position.z);
but it does not give the wanted result. I am looking something like camera rotation on axes x,y,z while the camera position is the same.
How do I do it?
If you want to keep TrackballControls, set a very close target (set the camera position and the controls.target to very close coordinates, but different ones).
Otherwise use PointerLockControls

x and y coordinates of mouse location in Photoshop

How do I turn on the X and Y coordinates for the location of the mouse on screen?
I have Photoshop CC. I'm creating interfaces and would like to be able to know the location of my mouse.
Although I can't currently check as i don't have photoshop CC on this computer, from past experience if you go
Window -> Information
A palette should appear with the coordinates of the cursor in it.
Press F8 to open info palette. That will show your mouse position in x and y coordinates.
You can also press Ctrl + R to view the ruler. Then take the mouse to the top left corner and by dragging from there you can change 0,0 coordinates of x,y position to anywhere on canvas.
when you draw something like rectangle and draw with pressing space bar. It will show lively width height and x y coordinates as well in Photoshop CC
Position with guides and the grid
Guides and the grid help you position images or elements precisely. Guides appear as nonprinting lines that float over the image. You can move and remove guides. You can also lock them so that you don’t move them by accident.
Smart Guides help you align shapes, slices, and selections. They appear automatically when you draw a shape or create a selection or slide. You can hide Smart Guides if you need to.
The grid is useful for laying out elements symmetrically. The grid appears by default as nonprinting lines but can also be displayed as dots.
Guides and grids behave in similar ways:
Selections, selection borders, and tools snap to a guide or the grid when dragged within 8 screen (not image) pixels. Guides also snap to the grid when moved. You can turn this feature on and off.
Guide spacing, along with guide and grid visibility and snapping, is specific to an image.
Grid spacing, along with guide and grid color and style, is the same for all images.
Show or hide a grid, guides, or smart guides
Do one of the following:
Choose View > Show > Grid.
Choose View > Show > Guides.
Choose View > Show > Smart Guides.
Choose View > Extras. This command also shows or hides layer edges, selection edges, target paths, and slices.
Place a guide
If the rulers are not visible, choose View > Rulers.
Note:
For the most accurate readings, view the image at 100% magnification or use the Info panel.
Do one of the following to create a guide:
Choose View > New Guide. In the dialog box, select Horizontal or Vertical orientation, enter a position, and click OK.
Drag from the horizontal ruler to create a horizontal guide.
Drag to create a horizontal guide
Dragging to create a horizontal guide
Hold down Alt (Windows) or Option (Mac OS), and drag from the vertical ruler to create a horizontal guide.
Drag from the vertical ruler to create a vertical guide.
Hold down Alt (Windows) or Option (Mac OS), and drag from the horizontal ruler to create a vertical guide.
Hold down Shift and drag from the horizontal or vertical ruler to create a guide that snaps to the ruler ticks. The pointer changes to a double-headed arrow when you drag a guide.
(Optional) If you want to lock all guides, choose View > Lock Guides.
Move a guide
Select the Move tool , or hold down Ctrl (Windows) or Command (Mac OS) to activate the Move tool.
Position the pointer over the guide (the pointer turns into a double-headed arrow).
Move the guide in any of the following ways:
Drag the guide to move it.
Change the guide from horizontal to vertical, or vice versa, by holding down Alt (Windows) or Option (Mac OS) as you click or drag the guide.
Align the guide with the ruler ticks by holding down Shift as you drag the guide. The guide snaps to the grid if the grid is visible and View > Snap To > Grid is selected.
Remove guides from the image
Do one of the following:
To remove a single guide, drag the guide outside the image window.
To remove all guides, choose View > Clear Guides.
Set guide and grid preferences
Do one of the following:
(Windows) Choose Edit > Preferences > Guides, Grid, & Slices.
(Mac OS) Choose Photoshop > Preferences > Guides, Grid, & Slices.
For Color, choose a color for the guides, the grid, or both. If you choose Custom, click the color box, choose a color, and click OK.
For Style, choose a display option for guides or the grid, or both.
For Gridline Every, enter a value for the grid spacing. For Subdivisions, enter a value by which to subdivide the grid.
If desired, change the units for this option. The Percent option creates a grid that divides the image into even sections. For example, choosing 25 for the Percent option creates an evenly divided 4‑by‑4 grid.
Click OK.
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Work efficiently with Smart Guides
Smart Guides come in handy in several scenarios, such as the following:
Option (Mac)/Alt (Win) + Drag a Layer: When you drag a layer while keeping the Option (Mac) or Alt (Windows) key pressed, Photoshop displays reference measurement guides showing the distance between the original layer and the duplicate layer. This feature works with both the Move and Path Selection tools.
Distance between the layers: original and duplicate
Distance between the layers: original and duplicate
Path measurements: Photoshop displays measurement guides while you're working with paths. Measurement guides are also displayed when you select the Path Selection tool and then drag a path within the same layer.
Path measurements
Path measurements
Matched Spacing: When you duplicate or move an object, Photoshop displays measurement guides to visually indicate spacing between other objects that match the spacing between the selected object and its immediate neighbors.
Cmd (Mac)/Ctrl (Win) + Hover Over a Layer: You can view measurement guides while working with layers. With one layer selected, hover over another layer with the Cmd (Mac) or Ctrl (Windows) key pressed. You can use arrow keys in conjunction with this feature to nudge the selected layer.
Measurement guides while working with layers
Measurement guides while working with layers
Distances from the canvas: When you hold down the Cmd (Mac) or Ctrl (Windows) key while hovering outside a shape, Photoshop displays distances from the canvas.
Distances of a shape from the canvas
Distances of a shape from the canvas
Spacing between matched objects

How to display both points and edges in MeshLab?

I'm new to MeshLab, but can anyone tell me how to display BOTH points AND edges? Now, I can only choose either one, not both. I'm using a .ply file to load the mesh. Thanks in advance!
Show edges using the usual toolbar button and then activate the Show Vertex Dots decoration (in the menu Render->Show Vertex Dots).
Optionally, activate the layer side dialog and in its lower part you will see the options for this decoration where you can change the dot size.

How to make an object invisible at a particular keyframe without moving it in Blender (2.59)?

I'm quite new to blender, and I'm doing some experiments with it.
I've been searching for a way to make an object disappear from sight at a particular key-frame, without moving it out of the camera view. E.g. at frame 1, cube is there, at (0, 0, 0) and at frame 2, it's not visible anymore, but still there at position (0,0,0), at frame 3 it gets visible again.
After searching the web, I came upon this page which suggests to move the object to another layer, but since it applies to blender 2.49, it seems the software has changed since then: I'm unable to find the 'Layer' option when inserting a key-frame.
I've found some other sites but either they suggest to use a technique similar to the one linked above, or they suggest to change the alpha of the texture, which I'm not interested in.
So, what's the preferred method to make an object invisible in blender 2.59?
Additional information (not relevant for the answer I'm expecting, IMO):
I'm using blender to make models for Unity.
I'm using 2.59 because that's the one that works with the unity version that I have.
There are lots of ways to achieve this effect.
The easiest way is to keyframe the visibility of the object.
To do this, you simply go to the outliner, and click the little eyeball next to your object name, then hover over the closed eyeball and hit "i" to keyframe. The eye will then turn yellow to indicate it's keyframed. Do the same with the camera icon (so that your render behaves the same way). Then go to the point where you want the object to appear, and click the eyball and camera again to make them reappear, then hit "i" again over each to keyframe them... Isn't blender a wonderful program? I love being able to keyframe just about everything! :D
There are also these less easy, but variously useful methods, which you may also use in case you want some sort of transition in your vanishing/appearing:
My perferred way is to just move the opbejct off the screen, keyframe position, then set the animation (in the Graph Editor) curve type to "constant" (Key -> Interpolation Mode -> Constant), and move the object into place and set the keyframe where you want it to appear. It will thus instantaneously appear.
Set the material properties of the object to Transparent, and choose "Z-Transparency" and set alpha to 0. Then simply keyframe the alpha (hover mouse over Alpha value and hit "i"), then go to where you want it to appear, change the alpha value to 1, and keyframe again. This will make it fade in over time, or you can change the curve to constant in the Graph editor, as described in method 1.
If you want to mask the object while it is still in place, you could make a cube around it, set the cube material transparency to "mask", and then move the cube off camera to unmask the object, rather than moving the object. This is handy for when you want to partially unmask something in the course of the animation. For example, if you are creating a text overlay for a video, where you want text to appear as if it's coming out of your hand, you can animate the masked object to follow the contour of your hand as it pulls away to reveal the text.
In Blender 2.65, you can animate the objects visibility toggle in your Outliner panel.
Next to your scene objects there will be three icons: an eye, a cursor, and a camera.
Follow these steps to animate viewport visibility:
Find the object you wish to animate in the Outliner Panel
Mouse over the eye icon and hit "i" on your keyboard to set a keyframe.
Go to the next frame and turn the eye off, then hit "i" moused over it again.
Do the same thing with the camera icon to animate render visibility. I will usually keyframe both the viewport and render visibility icons in tandem so as not to forget to have these toggled when its time to render.
In version 2.9 the eye icon cannot be used to set a keyframe. I've found the best way for me is to use the Object Properties tab and under Transform set the three scale values (X,Y,Z) to zero for invisibility. You can then click the diamond to the right to set the keyframe. To make the object re-appear return the scale values to their original and click on the diamond keyframe icon again.
Obviously you can make it a lot easier for yourself by applying scale to the objects first then just switch them between 0 and 1.
AFAIK there is no easy way to directly set an object invisible in your case. Although the visibility can be animated in Blender (in outline view mive your cursor on the eye and press i) Unity3D doesn't recognise it.
Possible workarounds:
Move it to (1000, 0, 0)
Scale it by a very small value
A more elaborated approach could be to use a driver like when turning FK/IK animation on and off dynamically via a variable.
I found out (today!) that, in Blender 2.8 (& presumably beyond), you can control visibility of objects in animations either in viewports and/or renders. Select the object and, in the Object Properties, open the Visibility section. You will see a dot beside the Viewports and Renders options. Click on the dot in either Viewports or Renders (or both). The relevant boxes should turn green. Either make the object visible or invisible by checking or clearing its box and then click 'i' to insert a keyframe. Repeat the process in other keyframes.
Another way to do this is to make a cube around it and add a boolean modifier to the object you want to disappear, set the operation to difference and select the cube as the modifier's object target. Then turn off the cube's visibility and animate the visibility of the modifier.