How can I stop AutoCAD from zooming to model extents when changing a model's viewing angle by clicking on the WCS view cube? - autocad

Is there a parameter (and what is it?) that I can change in AutoCAD 2023 to stop it from auto zooming to a 3d model's extents when changing a model's viewing angle by clicking on the WCS view cube?

Go to Options > 3D Modelling > ViewCube and untick this option:

Related

How can i zoom to specific part of a model when clicked on that part in three.js?

I have been trying to zoom into specific part of a model on click. I have managed to do it for the default axes but the issue is that my orbit controls are enabled and when i rotate the scene my axes changed and now when i click it zooms into another part of model?

How to fix image texture not transfering to Unity from Blender

I textured an object in Blender because it wouldn't texture properly in Unity, and then imported the object and texture to Unity.
I don't know how to fix this, I'll put both pictures here.
Blender Texture Before Import
Object In Unity
Okay, so based on your screenshots..
You're going to select everything then add a modifier called "Solidify", then set this to something very small like .03. (Unity doesn't like objects that are just planes).
double check all your normals are facing out. Let me know if you don't know how to do this...
Go into edit mode select all edges, then right click, select "mark as seam".
Open UV editor window (should be split screen with Edit mode on one side, UV view on the other). In the Edit side select all, then go to UV dropdown menu and click "unwrap". You should then see your object unfolded into flat planes over on the UV window side. There's different unwrap options, like smart UV unwrap, etc. I think just "unwrap" has worked for me, but play around and there may be something that shows your object shapes in a less distorted way..
At this point, since your pattern is basically repeating. If you export the OBJ file and take it into unity, and you add the image file (make sure it's dimensions are perfectly square) it should receive the image file as an Albedo texture much better than in your screenshots. You can play with the 'tiling' and "X/Y offset" till it looks right (you might face issues with rotation though.
BUT
If you want to line it up very specifically, you can export the UV layout as a png from the UV window in blender. Then use photoshop or another photo editor to change/rotate and arrange your texture so the sides line up properly. In blender in the Edit window (assuming you still have both UV + editor open) when you select a side it will highlight in the UV window the corresponding flat plane, based on this you should be able to figure out what should be rotated up/down, etc. Then when you change that 2d image and drag it into Unity, it will adjust and wrap around the object.
I'm pretty new to both, but the advice I've been given is to not do the texturing in blender, but instead to do it in Unity.
This is a 10-month-old post but incase anyone is curious or struggling the same, Blender exports models with a scale of 100 so you need to scale up the tile of the material (in material settings) to see it.
This is a bad solution however because then you are not working with objects on a scale of 1 so you actually want to check "Apply transformations" when exporting the FBX model in blender

Exported Blender Model "faces" the wrong way When Importing to SceneKit

I've bought a 3D model form TurboSquid, and I need to scale it down to an exact size. I'm a complete newbie when it comes to 3D modelling and Blender but I've managed to find enough tutorials to do this and export the file.
The problem is that I can only get it to export a view from the corner of the object, which I problematic as I want to line-up several of the objects together as part of my ARKit app.
I'm exporting as a Collada .dae file, selecting "Selection Only" as I only need the model, no lights or camera (is this right?).
Is there any specific way it needs to point in Blender? Would aligning it with the camera help (even though I'm exporting the object only)? Can I select a side to be the "front"?
I can angle it somewhat correctly in the SceneKit Editor but I'd prefer to do it in Blender.
I can't remember where I got this or I would happily give credit, but it's how I got my Turbo Squid models to work. I needed to flip mine around and fix the Y-Up axis, but you might be able to fix your rotation with this.
Make sure everything is selected and press R (for rotate). Just like with scaling, you’ll find that mouse movement rotates the selected objects. But we want to do a particular rotation: 180 degrees around Blender’s Z-axis. To do that quickly, assuming you already pressed R, press Z, then type 180, and press Enter. From my experience, doing this rotation will correct the orientation of your model.
Just as with scale, to apply rotation permanently, press Ctrl+A. In the menu that pops up, click “Rotation”.
Set Y-Up for Scenekit if you need it.
/Applications/Xcode.app/Contents/Developer/usr/bin/scntool --convert fighter0.dae --format c3d --output out.dae --force-y-up --force-interleaved --look-for-pvrtc-image

Can't see 3D model file in Xcode editor

I want to do some work with ARKit, but when I add .dae or .scn to art.scnassets group in my Xcode project, it doesn't show anything in Xcode 10.1 editor (see the picture), so I can't edit the model. Adding light or other things doesn't help.
Does anyone know how to solve it?
Suppose, you've successfully imported your dae model into Xcode's Scene graph (and this dae model doesn't have flipped poly normals) but you can't see it because your model has no texture.
Here's a simple example of ostensibly empty scene:
But this scene isn't empty. To see what it contains you need to click Show Scene Graph View button at the bottom of Xcode's UI and choose geometry's group in a list.
If you can't still see your whole dae model in Scene graph just press F on a keyboard for framing. And now you're able to assign a jpeg or png texture for your mesh via Diffuse slot of Material's properties.
In your case 3D object is called maze. Just select it, press F on your keyboard to frame your model in Scene graph and then assign a texture via Diffuse slot in Utility area (press Cmd-Alt-0 to activate a Utility area).

how to set the right canvas in an firemonkey application?

I have 2d scene editor based on firemonkey. The user can select/move various complex 2d objects on his iPad. My problem, the objects are drawn on the scrollbar also.
The visual structure is simple. The form contains a tabcontrol. The tabcontrol's editor tab has two scrollbar (right, bottom). On the tab client area there is a TLayout type component (aligned alClient). The 2d objects parents are the layout component. The 2d object parent type is TShape.
I assume the application draw on the form directly instead of drawing on the editor tab. How to set the correct drawing canvas?
The solution:
Layout.ClipChildren := True;

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