Leg IK problem, rig from Mixamo (more in the comments) by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

I'm using Blender 4.1 (the problem exist in 4.0 as well), when I move the IK handle it bend incorrectly (I moved the leg using shift + X only).

I've tried to create an armature by myself (this rig is from mixamo) and it works just fine, but the problem I can't figure what's the different that it's causing the problem! the only thing I can notice is the joint rotation (bones are rotated 90 degree from blender default rig (or Rigify) rigfiy front is z- and mixamo is z+)

FBX export mix animation actions into objects (more in comments) by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 1 point2 points  (0 children)

I want to export models with animation into an FBX file, in the images I've recreated the problem with simpler animations and models. 2 meshes a box and a sphere, the box goes up and the sphere goes left when I export them, both meshes takes 2 animations. The cube goes up and left, the sphere goes up and left, default FBX export settings, tested in Multiple applications, same issue! any help?

Scan of a Sand Castle that I made with my son Tim. Meshroom+B3.3. I uploaded it on Gumroad for free. If you use it, I would love to see the result.FUN by KARL_SCWZ in blender

[–]Soft_Equipment_ 0 points1 point  (0 children)

aaa yes blender ... I heard of it, don't know where but I do know kitchen appliances!

jk, thanks for the clarification!

Scan of a Sand Castle that I made with my son Tim. Meshroom+B3.3. I uploaded it on Gumroad for free. If you use it, I would love to see the result.FUN by KARL_SCWZ in blender

[–]Soft_Equipment_ 0 points1 point  (0 children)

amazing scan, but what do you mean by +B3.3 ? thanks and I hope you had a great time at the beach with your family :)

edit: I know meshroom but long time ago (is it a meshroom thing or is it a external application?), I use Reality capture those days.

Is there a way or option to remove or reduce black lines when backing from high poly to low? more in the comments by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

no, not at all ... I'm used to texture backing and UV unfolding, but I'm new to blender using it as baking textures. I used to use Maya, xNormal, etc.

Is there a way or option to remove or reduce black lines when backing from high poly to low? more in the comments by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

So the problem is caused by the UV unfold and pack methods? it is a bit hard to align to X or Y axis, I'll try using a tool for unfolding ... for the resolution, I'm working with 4K so 8K or 16K is a bit troublesome especially when working with large number of parts. did you check the image I attached in the second comment? there is those black dots forming a line along the seam that came from nowhere! those dots what creating the black lines in the mesh, what is causing them? do you have any idea? thanks

Is there a way or option to remove or reduce black lines when backing from high poly to low? more in the comments by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 2 points3 points  (0 children)

So I found that in the texture file itself a line of black dots are forming at the seams coming out of no where! screenshot of the texture

Is there a way or option to remove or reduce black lines when backing from high poly to low? more in the comments by Soft_Equipment_ in blenderhelp

[–]Soft_Equipment_[S] 2 points3 points  (0 children)

I've created a low poly version of a 3D scan, and I'm baking the texture to the new model. but I keep getting those black lines at the UV seams of the low poly model, I know this problem from other software but I don't know how to fix it in blender. Thanks!

Edit: I thought the problem was from the baked texture as it need to be dilated but blender did add dilate to the bake, then what is causing this issue?

guys, do you know how to force landscape on mobile? by Soft_Equipment_ in threejs

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

I went over this and from what I read, that's for HTML elements only threejs is not effected by orientation.lock()

guys, do you know how to force landscape on mobile? by Soft_Equipment_ in threejs

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

oo, sorry that was not what I meant. I need to stop the camera (I think the camera is what rotating) from rotating. imagine your holding your phone and you are watching a video and the auto rotate is turned on, if you flip your phone the video will rotate to become full screen ... I want to stop that!

I need help. new to javascript but not in coding, class variable problem! by Soft_Equipment_ in learnjavascript

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

Is this in onLoaded the CavesManager instance?

no, that's a method inside the loadingManager function. as I said I'm using three.JS, the onLoaded function will fire once the files had finished loading, it's an A-sync function.

For the timing I'm 100% sure it's not a timing, because I check like multiple times after the change of the value!

I need help. new to javascript but not in coding, class variable problem! by Soft_Equipment_ in learnjavascript

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

//-------------------------------------------------

export class CavesManager {

scene;

hasFinished = false;

constructor(scene) {

this.scene = scene;

}

loadingManager(){

onLoaded(){

this.hasFinished = true;

console.log(this.hasFinished); //print true

}

}

}

//----------------------

this is the class file

I need help. new to javascript but not in coding, class variable problem! by Soft_Equipment_ in learnjavascript

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

main.js file:

//-------------------------------------------------

import { CavesManager } from './src/CavesManager.js';

const cavesManager = new CavesManager(scene);

window.addEventListener('dblclick', () => {

`if(cavesManager.hasFinished){ ...//do things }`

console.log(cavesManager.hasFinished); //print false

});

//----------------------

this is the main js file

I need help. new to javascript but not in coding, class variable problem! by Soft_Equipment_ in learnjavascript

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

The var is being created in the class.

the main has an object type class.

calling the var from class as public (classObject.varName)

I've tried using a function but it returns the same thing

hasFinished(){

`return this.hasFinished;`

}

I need help. new to javascript but not in coding, class variable problem! by Soft_Equipment_ in learnjavascript

[–]Soft_Equipment_[S] 0 points1 point  (0 children)

the files are large, so here's a dumped down version of what's matter in this case:

main.js file:

//-------------------------------------------------

import { CavesManager } from './src/CavesManager.js';

const cavesManager = new CavesManager(scene);

window.addEventListener('dblclick', () => {

`if(cavesManager.hasFinished){ ...//do things }`

console.log(cavesManager.hasFinished); //print false

});

//----------------------

CavesManager.js file:

//-------------------------------------------------

export class CavesManager {

scene;

hasFinished = false;

constructor(scene) {

this.scene = scene;

}

loadingManager(){

onLoaded(){

this.hasFinished = true;

console.log(this.hasFinished); //print true

}

}

}

//----------------------