Hello dear stack overflow community,
I am exporting a 3D plot from Mathematica, but it messes up the position I want to save it.
The position I intend to save the graphic is the one I aligned manually when visualizing it, however when exported, the plot is in its default position.
Objective: Using Export command, export the Plot3D without changing the position I want.
My sincere acknowledgements
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Is it possible to change the scatter plot point from the usual circle to something else. And more specifically can this be linked to a Dimension?
I know I can change the colour but we are already using a Master Item colour, and need to and another dimension.
We are also using the marker size for a measure so we cant co-opt that either
We are using Qlik Sense (SaaS).
From experience, no, you can't, I have ended up creating my own extension to create my own scatter plots to have donuts instead of dots using chart.js
Thanks,
can any one help me to display text on the 3D space Three.js.
Simple I want function that get the message and coordinate to display. and function to remove the text. I tried for two week but i give up.
Have look at this
http://threejs.org/examples/webgl_geometry_text.html#FF0075111#three.js
set the coordinates as the mesh.position
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how i can work programaticly with spell effect in game
i have a effect look like this spell effect
i want to know how i can change the cale of the spell .
like change color in distance
or when u run some this effect goes to transparent and after 10 sec go to fade
or
look at this spell and wepon in this pic like when you have a small wepon and u add a animation effect on it ( like fire or ice effect )
how you change the animation base on the size of the wepon
i have no idea how i have to implement that
thanks in advance
[Edit by Spektre] acording to comments I would change the question text to something like this:
I need/want to program a spell effect visualization for game or whatever ...
what are the common/usual approaches to do this (algorithms,graphics techniques)
want to implement Ice/Fire/??? effects
in form of rays/waves/field/cones...
ideally by a single configurable effect routine (I guess this)
also what are the exact names for some of these effects so I can do a search for them myself
I want to use Unity3D environment
this is the way i want to know how i can make an dynamic spell effect
well there are many approaches for this. I am no expert in the field and not a Unity3D user so I stick to basics:
particle system
It is an engine which visualize particles (many small moving objects). It is used for many effects like: rocket throttle,fire,lighting,changing glow,and many more. The trick is the use of blending so each particle is usually semi transparent ball. More transparent on the outside and more solid on the inside. When you draw more particles close together they blend to the desired continuous effect.
This can be done by single textured QUAD or TRIANGLE. The texture can be white color with alpha channel coded transparency so color of the effect can be coded without change in the texture. Color,size and movement patterns can differ to each other and also with time. These three parameters define the effect look for example you want to cast a electric ray from caster to target so the movement pattern is LINE. Now distort that line a little by some random numbers so the LINE becomes a POLYLINE and on the Vertex of this POLYLINE you can sometimes free a particle in random direction with limited duration so it will be like some sparks (do not forget to lower their size in time so they dissipate). Also you have to experiment with the speed and size/color of the main particle stream along the POLYLINE so it looks right. Some effect need to combine few different particle streams together.
Search keywords: particle system,RGBA texture,blending,interpolation
this picture is taken from the link posted in the question. It is a nice example of two particle systems. Yellow straight LINE particle stream and green POLYLINE particle stream. Also some green sparks around the main stream are present.
texture animation
You can have a little cyclic movie (image by image) in an array of textures so you draw the texture on an plane (usually single QUAD or TRIANGLE) and change the texture after some time to the next , and usually after last go from first again. You can also use BLENDing or STENCIL techniques to draw only the effect area. If the textures are white (colorless) then the color can be modulated by code. This is mostly used for explosions, fire,...
this is simple explosion movie example it is not a cyclic animation so after last frame the effect stops (explosion has finite duration)
How can I export a matlab figure as pdf/eps without loosing any part of the figure?
If I maximize the graphical window, I loose a part of the figure, if I minimize, I obtain a figure not filling all the space and if I save as jpg, I obtain a very well scaled figure, but with a bad resolution.
You can control size of the figure on the paper using the Position property which is a vector [left bottom width height]. For example:
set(gcf,'Position',[0,0,560,900])
Then export the re-sized figure to pdf.
I currently have a FBX animation model of a biped moving slightly forward (positive Z axis), turning around 180 degrees, and starting to run in the opposite direction (negative Z axis).
However, I would like to completely mirror such animation, in other words, start heading the negative Z axis, and the turning forward the positive Z axis. This, preferably through 3dsMax.
I know what you must be thinking, "Why the hell doesn't he just rotate the transform component/object of his animation character??". Well, unfortunately the current code I am working on depends that the characters movement should be independent of the actual animation, among other limitations.
Apparently, according to our 3d designer here, there is no trivial "Rotate Animation" option in 3dsMax (does that check?), so I am looking for possible scripts that could help me out. Anyone ever heard of such solution? Thanks in advance.
Create a dummy aligned to the root of your model.
Link the root of the model to that dummy.
With only the dummy selected, click the mirror button on the maintoolbar.
This will create a mirror image of the bones along with the animation on those bones. The only caveat is the names of the bones will also be mirrored. eg. the arm called 'right_arm' is now now on the left side.
If you need to preserve the animations to the original bones, look into using the animation mixer. This allows loading and saving animations onto characters. But it also has object mapping feature that allows objects of different names to load on saved animations.
So create a mapping. Save the mirrored animation. And load it back onto the original bones with that mapping.