human IK control rig not moving (Maya) - controls

So I have a serious problem with Maya 2016. I have a character which uses the Human IK rig. Now all of a sudden some of the controllers for the Rig don't move or rotate. This is an issue only in my PC. When I transfer the file to any other PC the Rig, it can be controlled.
Previously I had Maya 2014 installed and I was told that Maya could possibly be reading the wrong file settings etc. So I first uninstalled all Maya versions and cleared out all the Autodesk folders from the Program data and documents folders. Then deleted all registry for Autodesk. And re-installed Maya. But this didn't help.
So I took the extreme step of formatting the whole PC and then installing Maya only. Still the same Smiley Sad
Anyone have any idea on why or how to solve this?

I had a similar problem with my Human IK where only the feet and hips would move, after messing around with it I found that if you go to the Character Controls, Control rig, some of the spheres representing the handles were Grey, while the one's that work are green. If you select each handle in the controls menu at the bottom are three sliders for Blend T, Blend R, and Pull. If you max the sliders for the blends the sphere should turn green and the handle should work. Hope this helps!

I found out that simply going into the Human IK controls and clicking the button called Full Body on the top of the windows, enables the whole movent again.

Related

Three.js MeshlambertMaterial example not visible/does not work in one computer

I have two computers
Windows XP 32 + chrome last version
Windows 7 home Premium 64 bits + chrome last version
The meshlambertmaterial example is not showing at PC 2?
I have discover that there is some problem related with the lights or the emissive color ( initially black, and screen black = nothing is viewed.) I can see the 3D object if I choose other color but the result is poor because the light is not taken into acount. The behaviour is like meshbasicmaterial.
The phong material, depht and others works as expected.
I promise I'm using the web example http://threejs.org/docs/#Reference/Materials/MeshLambertMaterial
Same problem with Firefox last v.
Any idea what is happening? It is related with my graphic card? Windows 7
Other materials (phong) are viewed OK.
Any tool to check what is happening?
UPDATED
The problem could be related with three.js release.
This example uses three.js r60 :
http://www.lostmarble.com/misc/experiments/learning-threejs-master/chapter-04/06-mesh-lambert-material.html
This example works fine on my 'problematic' second computer.
However, if I change the src to three.js r71, the box is black ?
The example uses ambient white color but this parameter does not exist in r71
Any idea Westlangley? (I know that this is strange but .... is a real problem)
I can see that the second example is opened by file. If opened from the link you posted that holds the example is the same problem taking place?
Also the background of the file is black so the setClearColor attribute of the renderer might be set wrong. The black box can be related with the light.Can you post some code?
I would advise you always to use the latest revision of three js if possible.

Blender Human Animation

It seems to be a fundamental problem, but I cannot find the answer.
What I want to do ultimately is to make my custom animation of human, from the model: http://tf3dm.com/3d-model/lex-luthor-23592.html
with .blend file
So I opened it within Blender, but I couldn't find any rigged bones.. (Although the tag implies it is completely 'rigged').
Therefore I was not able to set any POSES of this character :(((((
Can anybody help me please with a brief and short step-by-step answer? (It can be just a minor short-cut problem.)
p.s. the version of Blender I currently use is 2.73
You couldn't see armature because, it was hidden. You need press alt+h or press on eye icon to be open in red square.

Qt, CEGUI or wxWidgets for a text game GUI?

I tried to sign up, but I was unable; perhaps a problem from my side. Hopefully I'll get an answer as anonymous.
I apologize for the grammar/syntax, but English isn't my native language.
Recently I lost my job, so I have enough spare time to try something fun. I decided to create a simple text RPG game for me and some friends. It will very close to the board games like Talisman, Dungeon Run, and HeroQuest, using dice and a simple attribute/skill system. So no 3d graphics. The only 2d element, if I decide to include it, will be a map
that will allow the hero to move between locations. Currently I'm using Windows XP SP3, for the game I use wxDev-C++, and although cross platform would be cool, I don't really care.
I have some experience in C++ (currently using wxDev-C++), but I'm far from being called an expert or even a great programmer. I was about to start writing parts of the code, but I decided to check if creating a GUI for the game is possible. In some forums, many suggested I use Qt, CEGUI or wxWidgets, but most examples I saw are grey boxes that are
indifferent at best, when I want something that fits better in a fantasy setting. I don't claim I would do better, but I want a GUI that is more fantasy related.
What I want from the GUI:
1. A "cool" Gui with decent graphics. I could even create an image to serve as a mask in Photoshop, but the GUI builder will have to support imported images.
2. A relatively large textbox in the middle (with a scrollbar) that will display die rolls, damage and options.
3. The ability to display dynamically values (like the change in the health after each action without requiring to refresh manually)
4. Display an icon or a small image of the character in the area where I display stats/abilities.
5. Open new windows created with tha same GUI builder to allocate points, buy/sell things and open a map.
About the map in the game: I decided to create a map in photoshop. When the hero decides to move to another location, a new window will open showing the map. I thought of 2 possible ways to move between locations: 1) Create hotspots on the image and select one by clicking on the name of the location.(I dare not think about the complexity of this so we
move to idea #2) and 2) Have the image as a backgroung to a grid with vertical and horizontal coordinates. When the hero selects a new area to visit, he clicks on the area, but what he really does is click on the grid, which returns the two values (x,y) of the location and informs the game about the area the hero wants to visit.
Yeah, yeah, I know it's too much, so what I'm most interested in are the 1-3. I know that even if they are possible, it will propably take forever, but as I said I have spare time, and I like learning new things. I apologize for the size of the post, but I decided to post as many info as possible so you know what I want.
If any of you has used Qt, CEGUI or wxWidgets could you tell which covers most of my criteria? I saw some great stuff build with CEGUI, but I don't know if it is too hard to learn?
Thank in advance.
I know my answer comes pretty late, I only recently started using stackoverflow fairly recently, but maybe this response will help anybody.
CEGUI fully supports skinning widgets using XML. Our CEED editor (WYSIWYG) fully supports layout editing, but the skinning editor (LNF editor) is not finished as of now (11.11.2014), the development version supports exchanging images however and changing sizes and proportions, but more advanced adjustments have to be done in XML.
CEGUI has an imageset editor, fully supported by the CEED editor. Creating imagesets (sets of named subimages, with position and dimension inside a big texture atlas) is supported there. Additionally there is a way to create imagesets from just a bunch of jpg/png/... files using a tool. You would have to ask for specifics in the forum though because it is not integrated into CEED yet.
So basically with CEGUI you are free to make whatever fantasy GUI you want. Skinning simple elements like buttons and progress bars isn't much work in XML anyways. Without the finished editor, some more advanced widgets are more work to skin, but many skins have already been created done this way and some of them are even publically available in the forum and in the CEGUI stock files.
StaticText widgets supports what you want, you can even use images in there or change fonts and colours in the text if you want. Scrollbars are supported too.
I am not sure what you mean by this. You have to specify this.
A simple "Generic/Image" widget is available in CEGUI for this purpose. You can use precreated images or even RTT textures.
You can create and destroy windows in CEGUI without issues.
Regarding the map: I m not sure what you mean, but getting the position of a click in respect to an image (representing the map) is possible in CEGUI.
CEGUI is not particularly hard to learn. There is always the forums and the chat if you got questions. For an Open Source project it is quite well documented so if you read all of the API docu, and look at the supplied samples in the sample browser, you should already get quite far. And for everything additional there is the forum (search), the IRC chat and a community wiki (mind the targeted versions of an article there though)
For a project like yours, CEGUI seems perfectly suited (this is what it was created for in the first place). Qt is not really optimal for games for numerous reasons. wxWidgets I have never used.

jQuery, change source to animate the rotation of a line. faster alternatives?

I am making digital instruments for a car. These instruments will be constantly updated by information through ajax. These instruments will be served from a server onboard the vehicle through WLAN (fast) to my iPhone 3G. Is imperative to the success of the project that the updating of the tachometer is smooth and very responsive. Otherwise, it will look retarded.
The first problem I encountered was when I made this demo where tachometer moves quickly back and forth between zero and a thousand RPM: http://www.kingoslo.com/instruments/ When viewed on my iPhone 3G, the arrow simply doesn't move back and forth smoothly enough.
This javascript works by changing the source of the arrow img-element (which is semi transparant {4 color png} floating on top the static picture of the scale {16 color png}, by the way).
I've been made aware of new image editing features in HTML5, and wondered if any of those, or any other methods will be more responsive. Also, I am getting an iPhone 4 for xmas, so that may be a bit faster, but I've got the feeling that it still will fall short for the current build, especially when I add the constant ajax updating that is required to keep the instruments change values as the driver drives along.
Thank you for your time. Any help is greatly appreciated.
Kind regards,
Marius
I think using canvas will result in much faster animation - it was created to handle drawing, whilst manipulating DOM elements is comparably expensive.
Mobile Safari is compatible with canvas.
Alternatively, you could try incorporating all the angles as one large CSS sprite, and then just manipulating its background-position CSS property (element.style.backgroundPosition in the JavaScript DOM API).

Most useful animation in web or desktop application

Many animation effects are simply gratuitous eye candy -- however, there are situations where animations effectively communicate to the user what's going on.
What are some of your favorite uses for animations, and what specific animation type would you use?
E.g.: Animate items downwards when a new item is inserted into a list
I really like Google Chrome's use when a file is being downloaded. It's hard to describe, but, it's a circle that fills like a pie chart as the download progresses, and the circle is overlaid with the icon for the file you're downloading. Very slick.
One example I can think of is the animation used by operating systems when you minimize a window.
Both Microsoft Windows and Apple OS X animate the window going down to the taskbar (or the Dock in OS X) to show the user where the window went. Otherwise novice users that hit minimize by accident might have trouble getting the window back.
I don't use linux, but I'm pretty sure it does the same. I'm not being discriminative =)
From enjoy3d.com
enjoy3d.com http://worldsware.com/images/mouse.gif
Press your mouse button
and move to look around.
There is a very nice paper by Ben Bederson and Angela Boltman in which they evaluate the impact of animation on user’s ability to build a mental map of the information in the space:
Does Animation Help Users Build Mental Maps
of Spatial Information?
I believe that all visual changes should not be swift. Be it status notification, window maximized/minimized, or data deleted/added. I cannot find a reference, but usually it is recommended that all animations should not be around 1-2 seconds, matching human's response time.
My favorite uses of animation is not in a commercial software (though Apple is good at this) but a research paper called Phosphor which I consider one of the great UI ideas that have not yet implemented into major operating systems.
AJAX loading gifs - you've got to have an indicator that you definitely registered an event and you're doing something about it
Progress bars are nice for things that take more than a moment or two, but only when they are accurate. An inaccurate progress bar is worse than none, in my opinion.

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