I have an animated .3ds max file. I have imported the file in unity3D. The animation works in preview of animation tab in bottom right corner of the image, have attached the screen shot of it. But, while i play the scene, It comes with a blank scene, i am not able to see man and the animation. Cant able to find the solution for it. Please help me to fix the issue.
Reference screenshot is placed in the below link
https://www.hightail.com/download/OGhlYnU3TERCTWxMWE1UQw
https://www.hightail.com/download/OGhjeFlTSWVUME5qQTlVag
Make sure that your object is visible by your camera. Select your camera in objects list and you will see small preview.
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I got a small problem and I can’t really find the source of it. I just created a Canvas and put a Panel in the top right corner. I got it to the right scale at 3: for the Hololens and loaded it up in the Holoemulator. The problem is that even though the panel is supposed to be in the corner, it is placed almost in the middle of the screen in the end.
Is there anything I can do to fix this or is there something I am missing?
If I need to provide more information then please tell me.
Could you double-check the [Render mode] of your Canvas? Is it set as World Space? In this render mode, the Canvas will behave as any other 3D object and will render in front of or behind other objects in the scene based on 3D placement in the scene. You need to adjust the position of the canvas from the perspective of the camera.
However, according to your post, it seems that you want to place UI elements on the screen rendered on top of the scene. If so, You should turn the [Render mode] to [Screen Space - Camera]. More information please see: Canvas
I'm using some simple buttons in canvas in a 2D game, there is no light or i don't do anything via code for brightness of button. Buttons are shows normally in scene view, but these are shining in game view like putting a lights on them. What's the reason for this? How can i solve? You can see that what i mean on image below.
https://imgur.com/g0sQujE
I checked image attributes of buttons and camera render settings but didn't found anything.
i'm building an FMX app for iOS, it has a TImageViewer on a TPanel with the TImageVieweraligned to Contents. I load a bitmap from file into the TImageViewer and i can then pan around and zoom in/out on the image. Works fine.
What i want now is a button click event to reposition the left edge of the image on the left edge of the TPanel so it looks like the top image below.
Here is example of what it looks like when first loaded:
Here it is after i have panned it around:
I've searched and experimented all day but i just can't get it. I tried reloading the bitmap file but did nothing. Any suggestions?
thanks, russ
Found a way based on this delphi question. Note that ImageMap is the name of my TImageViewer on Form1.
TPointF myOffset;
myOffset = Form1->ImageMap->ViewportPosition; // this is (0,0) before the image is panned around, non-zero otherwise
Form1->ImageMap->ScrollBy(myOffset.X, myOffset.Y) ;
it's a text ,which i painted it's edges in texture paint mode.
After painting in texture paint mode,I cant find the save all edited button under project paint as the video tutorial i'm watching shows.
I'm doing this in blender
Tried saving it normally but all progress is lost when i exit the app.
i was getting missing uv's,materials and texture before i started painting, under slots then painting mode I selected image and choose my colour. I'm suspecting that might be the cause.
Images that are edited within blender need to be manually saved separately from the main blender data. You can find the save image options in the UV\Image editor.
I have a window displaying a video stream with a twitter feed as an overlay.
When a new tweet is displayed, the current tweet animates out using a rotate animation and the next tweet is rotated into view. The animations are performed using a RotateTransition.
The app also switches between different cameras to display different streams. To give an indication of when the app switches to the next camera, I have a progressbar that fills using a Timeline object.
This works well, until I resize the window. The rotate animations start to flicker, along with the progressbars as they gradually fill.
As a test, I disabled the video stream, to see what's happening. The 'artifact' doesn't occur then and I can resize as much as I want. If I play the stream and don't resize, everything works well.
The video player is based on VLCJ, but the actual pixels are drawn on a WritableImage in an Imageview.
See the following images that illustrate the problem.
At the bottom right you can see 2 different progress bars (a ProgresBar and a ProgressIndicator).
A part of the flickering result is still visible below the second image. It somehow stays visible, probably because the area doesn't get redrawn.
Any idea what makes the flickering happen? Is there anything I can do to fix or avoid this?
I tried some VM options in IntelliJ: -Dsun.java2d.d3d=true -Dprism.forceGPU=true to somehow enable hardware acceleration, but that doesn't seem to help.
Disabling the progressbar fill animation doesn't help either.
I had a similar problem with some arcs and shapes that would flicker when its attributes / sizes were changed.
The solution to my problem was to make sure that the methods used to change the shapes were called from inside the JavaFX thread.
Platform.runLater(() -> {
arc.setStartAngle(30);
arc.setLength(45);
}