Blender : Some objects disappear when I turn to camera mode (it's not the snapping I think) - object

OK... here is the thing...
I am modeling a Star Wars Cruiser.. I'm doing pretty fine, but.. whenever I look through the camera, half of my ship disappears ?! Now you might think it's the clipping, but that doesn't make sense, since the clipping is set to 0,1 mtr - 10.000 mtr, which should be more than enough. Besides that, the clipping is the same for both the visible and now disappeared objects...
Does anyone have any clue ?
I also tried to change the Local view to Global view.. but no dice...
Here is a screenshot in not-camera view :
And here is one in camera view : i.imgur.com/XaxAHIN.png
I'm using Blender 2.82
Please let me know if you need more info or even a link to the model...

OK, I got some help from a friend... Joshua Rooijakkers from the Netherlands...
He fixed the problem in seconds...
So ... it WAS the clipping.. the setting was just buried somewhere I didn't look...
Thanks Josh ! :-)

Objects disappear in camera view modeWhile setting up my camera with the camera lock to view option selected, I noticed that on switching on to the camera view, the object had disappeared.
I tried zooming in and out, but that did not work. I exited the camera view and then selected the object in the outliner and then tried zooming in and out and then panning down and adjusting the view in the view port. I could see that the object was now visible and that the camera was positioned below the object. That was because the camera was added wrt to the position of the cursor which was snapped to the world origin. I a sure many would have encountered such issues.
I then selected the camera to ascertain its position. Then by using the grab tool, I moved the camera along the Z axis just above the object and then switched to the camera view and selected the lock camera to
view option to adjust the camera view to the desired position.
This helped me locate my object in the camera view. Do let me know in the comments if there are other ways of dealing with this.

Related

How can I configure MRTK to work with touch input in editor and on mobile devices?

I'm building an application that will run on both HoloLens and mobile devices (iOS/Android). I'd like to be able to use the same manipulation handlers on all devices with the goals:
Use ARFoundation for mobile device tracking and input
Use touch input with MRTK with ManipulationHandler and otherwise use touch input as normal (UI)
Simulate touch input in the editor (using a touch screen or mouse) but retain the keyboard/mouse controller for camera positioning.
So far I've tried/found:
MixedRealityPlayspace always parents the camera, so I added the ARSessionOrigin to that component, and all the default AR components to the camera (ARCameraManager, TrackedPoseDriver, ARRayCastManager, etc.)
Customizing the MRTK pointer profile to only countain MousePointer and TouchPointer.
Removing superfluous input data providers.
Disabling Hand Simulation in the InputSimulationService
Generally speaking, the method of adding the ARSessionOrigin to the MixedRealityPlayspace works as expected and ARFoundation is trivial to set up. However, I am struggling to understand how to get the ManipulationHandler to respond to touch input.
I've run into the following issues:
Dragging on a touch screen with a finger moves the camera (editor). Disabling the InputSimulationService fixes this, but then I'm unable to move the camera...
Even with the camera disabled, clicking and dragging does not affect the ManipulationHandler.
The debug rays are drawn in the correct direction, but the default touchpointer rays draw in strange positions.
I've attached a .gif explaining this. This is using touch input in the editor. The same effect is observed running on device (Android).
This also applies to Unity UI (world space canvas) whereby clicking on a UI element does not trigger (on device or in editor), which suggests to me that this is a pointer issue not a handler issue.
I would appreciate some advice on how to correctly configure the touch input and mouse input both in editor and on device, with the goal being a raycast from the screen point using the projection matrix to create the pointer, and use two-finger touch in the same way that two hand rays are used.
Interacting with Unity UI in world space on a mobile phone is supposed to work in MRTK, but there are few bugs in the input system preventing it from working. The issue is tracked here: https://github.com/microsoft/MixedRealityToolkit-Unity/issues/5390.
The fix has not been checked in, but you can apply a workaround for now (thanks largely to the work you yourself did, newske!). The workaround is posted in the issue. Please see https://gist.github.com/julenka/ccb662c2cf2655627c95ffc708cf5a69. Just replace each file in MRTK with the version in the gist.

svg-pan-zoom wrong pan after zooming out

It is a great library. It works well. Thank you Bumbu Alex and Anders Riutta and all the contributors. Well I got stuck. I have tried a lot. I guess the answer is nearby.
When I zoomIn by wheel or pinch (no matter) it zooms well in and out. When I reach zoom back by 1 it stays in place.
But when I
ZoomIn 2 times (for example)
Move my mouse cursor away (1 inch for
example)
ZoomOut all the way and my elements are all off. So nothing
centered anymore. It is applied a pan. Half elements are got cut off
of the viewport.
So it is not a bad. I guess I use it wrong. I have tried thousand times to resize it back but nothing works for me. I appreciate any help. Thank you.
It is normal behaviour as zooming with a mouse zooms based on current mouse position. Same goes about zooming out.
If you want to achieve zooming in and out that is always the same then you'd have to:
disable default mouse handing
add your own listener for mouse scroll events
when mouse scroll is fired - zoom in our out
(This demo) has some similar changes.
If you just want to centre the contents then you can use .center() or .contain() methods (you may also need to call .fit()).

A hologram is offset in a screenshot

I use Vuforia to recognize a tag and put a hologram above it. I want to take a screenshot with that. But the hologram is displayed in the wrong place on the screenshot, although I see it in the right place through HoloLens.
What is the reason? How can I correct it?
This happens because the camera is not in the center of the HoloLens but, rather it is over the right eye. Therefore any pictures you take with the HoloLens will be slightly offset.
If you are using Mixed Reality Capture (MRC), for good alignment you have to make sure that the focus plane is set at the hologram depth as discussed in the link above. Here is some information on how to set it in Unity https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/focus-point-in-unity

Annotation in UIWebview in iphone sdk

I need help for, scribbling on the webpage i.e where ever the user moves on the uiwebview there it should draw a line according to the touch moves.
Is this possible.
Can any one please help me in this.
Thanks,
Mrudula.
yes it is possible just you have to write uiWebView.scrollView instead of uiWebView for getting coordinates of uiwebview.
I started working on something sort of like this. It doesn't currently let you "draw", but it does let you detect and record relative touch coordinates so that you can scale them correctly when zooming in. The DSAnnotationView object lets you provide a custom UIView to be toggled at the annotation point. Check it out here: https://github.com/justindarc/WebViewAnnotations
-Justin

Draw over camera using JAVA ME

I'm wondering if there is anyway for drawing somethin over the videoControl.
I tried using LWUIT but I can't achieve any result, have anybody done somethin similar? Any help will be appreciate
Nope very few devices will support this. JSR135 camera viewfinder images seem to get drawn by the hardware external to Java, and it gets drawn over whatever you already have on the screen. Nothing you can do about it :(
If you're application user don't argue slow refresh rate I think you can use snapshot feature of VideoControl.
Do not show preview of VideoControl (Hide, Make it's size as zero ...)
Take snapshot from VideoControl
Draw captured image on Canvas
Draw something on it
Do it repeatedly
LWUIT do not help for this issue. It's just graphical widget library on the MIDP Canvas.

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