Blender: export error root bone offset while exporting as Ogre mesh - export

I've recently started working with Blender. I've created a character with bones following different tutorials. But when I try to export it as Ogre mesh I get the error that the root bone has a location and rotation offset.
I've tried many solutions like ctrl+a->location, reset position, setting location and rotation to 0,0,0. But nothing seems to be working. As I couldn't export with animations I tried exporting the model without any movement at all. But I'm still getting the same error. I'm using blender 2.62 (i changed from 2.63 as it was giving erros like faces missing ..). Any suggestion is appreciated.

I also had this problem and tried different things in attempt to solve it. When I tried to correct an existing armature, it didn't bring any results. The only thing that worked for me is creating an armature from scratch, starting from a root bone and placing it correctly from the very beginning. Add a single bone, than press alt+G and alt+R to clear location and rotation. Then, adjust the position of the mesh, depending on where you want the your root bone to be. Then, extrude it further to make the entire armature, but don't change its position or location anymore. When done, parent armature to mesh.
I don't know if there are any other solutions, neither if this one is the best, but it worked for me.
Good luck!

Related

Is there a software that can help me build a static detailed map of a country which I can export in high resolution? I don't mind the dimension

I need some help in generating a map.
Instead of taking one hundred screenshots of areas and trying to perfectly combine them in photoshop, I wonder if there is a script/software that can export me a big whole area with the same level of detail as I zoom-in. I assume it will be a ~50,000x50,000px image but i really don't mind.
The only thing I really tried is to take multiple screenshots and combine them but I need to work on a big canvas, program crashes or sometimes the whole project is messing up when arranging.

How to fix an "structurally singular" - error in a simple loop model (Dymola)?

My Problem is maybe a rather simple one. I want to build up a simple Model of a Flettner Rotor. So it is just a fixed SupportStructure with a Motor/Revolute (fixedBearing) on top, that spins a hollow cylinder around it. At the Bottom there should be a loose fit, which i am not able to model...
On the attached pictures you can see the built up model and an animation of it. It is possible to simulate it without the "RevolutePlanarLoopConstraint".
I have to connect both structures again to model a second loose bearing. Because you have to create a loop, i tried all joints and constraints like "RevolutePlanarloppConstraint". In my opinion it should work ;)
No matter in what combination, i wasnt able to built up this connection. There is always the same error...(picture)
I cannot use the Rotor1D or something else, because i want to replace the bodys with existing discretized beam models later.
I think it is a typical problem of a locational/loose bearing combination, and i hope one of you has maybe a simple solution for it:)
Sadly i dont have the reputation to post images...
Kind regards
Paul

Rendering DOM elements onto webGL

I would like to render DOM elements (which im otherwise using React for) onto (for example) a plane in a 3D (WebGL -> Three.js -> Three Fiber (??? so far best way to go about it as im figuring?)) environment.
So basically Id have my containing my entire app lets say rendered, as is traditional, into "root" element. Except I want to inject a layer in that utilizes Three Fiber to render and everything I might want my site (or even just a particular component) to contain onto this plane. Allowing one to make a react site as normal and behind the scenes (probably in index.js or intermediate file) would instead of being rendered "flat" against the screen i could "tilt" the entire site, give it opacity, maybe have multiple webpages all able to be shuffled like cards, sides of a dice, w/e tf.
If anybody has any suggestions im struggling with how one could go about this.
Im worried i might have to get kind of low-level (which im not totally against), but was hopeful there was some support for something of this nature. So far ive tried even having simple elements like an image element inside a material (element - via three fiber) or inside the mesh element (where the material would go) to no avail. Im just beginning to get my hands dirty but google hasnt availed me much for this project, so I turned to good ol' stack overflow for my first personal request! 🤯 😲 👹 !
Thanks in advance so much for your time and consideration - cheers,
John Thummel
this is possible using drei/Html. some impressions:
https://twitter.com/0xca0a/status/1398633764931178498
https://twitter.com/0xca0a/status/1407758860203573251

How to fix Object has unapplied transformations. This will never work for a mesh with an armature. Export cancelled

I have been creating a game these past few weeks. I've been following tutorials to make a blender character. But when I try to export it using the latest babylon.js exporter, it give me this error. Mesh: Character has unapplied transformations. This will never work for a mesh with an armature. Export cancelled This is my blender file: https://www.dropbox.com/home?preview=77613_Simple_Character__rigged_(1).zip. Hope you can help.
That usually only applies to scale, having an object scale that is not 1.0 often causes issues.
With the object selected, press CtrlA->Scale to apply the scale to the object so that it's scale gets set to 1.0, then export.
If you still get the error try also applying the rotation. If you still have trouble, maybe try the three.js exporter.

C# Algorithm to generate image (2048x2048) from some images

What I would like to do is create an image (2048x2048 in my case)
The algorithm should work in this way:
-User select some images from a folder and tells my program "generate image"
-The program check if can put all images inside a single image (size problem), otherwise returns an error message
-The program find the correct way to put all images inside the image and then prompt the user to choose a savepath (obviusly old images shouldn't be resized/cut)
The problem is obviusly the last step, I don't have actually idea how to do it, also there is another thing the program should check, if an image filename is myimage_1 and there is a "myimage_2" those images should be put near eachother (obiusly same for 3,4 and so on)
Can someone help me with this?
it looks like a multi-dimensional knapsack problem to me.
More info here.
There may be of course simple solutions as I'm no expert on the domain and my algorithms classes are far behind me! It will perhaps help anyway to launch the thread :)
You could perhaps also solve this by adapting an easy greedy algorithm but it will of course not give the optimal solution and will then surely lead to some false negatives for your 2nd step.

Resources