Changing pivot without transforming the geo - pivot

is it possible to modify/grasp the selected object pivot point (transform, rotate and scale) in which the pivots are pointing towards the camera that user selected/ via a list of cameras in the scene?
I wanted to try out it manually before I try converting into coding but the following method that I tried, was unsuccessful:
create a locator
constrain the locator to aim in the way of the camera that I wanted it to point to
parent the geo to the locator
Freeze Transform on the geo and unparent it from the locator
While the method kinda work, in which is is pointing towards the camera, but the geo was rotated. I tried copying rotational values into the rotate axis, either the geo got rotates, or zero-ing out the rotational values, it is back to square one.
Any ideas?

This is how i'd do it with python, if you want it coded.
This'll move your object's pivot without moving the object itself:
import maya.cmds as mc
mc.xform ('objectPivotYouWantToMove', piv=((mc.xform ('objectWhereYouWantPivotToBe', q=1, ws=1, piv=1))[0], (mc.xform ('objectWhereYouWantPivotToBe', q=1, ws=1, piv=1))[1], (mc.xform ('objectWhereYouWantPivotToBe', q=1, ws=1, piv=1))[2]))
What this does is moves the pivot of one object and puts it in the position of another's without moving the geo/shape.
If you want to move it without script select your object and then press the insert key. you can now move the pivot free of the object, if you hold down 'v' you can snap it to another.
Hope this helps!

Related

How to uniquely identify animations?

I'm trying to access Animation's but so far the only method I could think of was:
tool
...
set_meta("animation_path",["NodePath/to/AnimationPlayer","Animation Name"])
var ani_data=get_meta("animation_path")
var animation=get_node(ani_data[0]).get_animation(ani_data[1])
but the problem is that if I change the Animation Name I'll have to reset the value, so is there no way to store a unique id for Animation resource?
I tried storing get_instance_id() & using instance_from_id() but that doesn't work when I restart the game engine
If the Animation is saved
Given that Animation is a Resource, I believe you can use the resource_path (given the Animation is saved).
The resource_path represents where the Resource is saved, and thus it persists when you restart the game engine.
Also, it would be unique for each Resource (it is possible to have multiple Resources saved in the same file, but then the resource_path of each Resource points to a sub-resource of the file).
And yes, the resource_path does not change when you rename the Animation.
The other idea that comes to mind is that the Animation itself has metadata which you could use.
If you will not be using the animation name, you would have to iterate over the Animations of the AnimationPlayer to find the one you want.
I suppose that if you use the resource_path, you could load it and get the animation name form there. You could also be getting the same instance… That happens if you are getting it from cache.
If the Animation is not saved.
First of all, storing metadata on the Animation should still work. Except, of course, it still means to iterate over the Animations to find the correct one.
If the goal is to not do that, then you can hold a Dictionary with String for keys and Animations as values, and keep it somewhere you know there is only one instance. For example:
Store it in an EditorPlugin.
Store it in an Autoload.
Store it in a specific Resource which you preload.
Store it on a const. Godot will admit Dictionary and Array as consts. Making them consts means you cannot set them… But they are still mutable. Furthermore, consts are shared among instances.

We want to change the colour of the model with passing the DBId without selection. #AutodeskForge

In 3d Model of Autodesk Forge, We want to change the colour of the model with passing the DBId without selection. How can we do it? please help on this.. we are unable to find any reference on this.
If you already have a dbID of an object you'd like to color, you can use the viewer's setThemingColor method.
If you're asking about how to get dbIDs of objects without selecting them, there are different ways. For example, you can iterate through the scene hierarchy (as explained in this blog post), or obtain dbIDs of objects with specific properties (using the getProperties method).

Add custom attributes to PlotCurveItem in pyqtgraph

I have several curves on one PlotItem. I add them through method plot(). So each of them is a PlotCurveItem instance.
I would like to add additional information to certain curve in order to click on any it and get attribute. Moreover, I want to get attribure that corresponds to x,y of this curve.
Any ideas?

How do you access THREE.Geometry?

How can you create a multi faceted object like say in a shape of the mountain? Without resorting to something like THREE.PlaneGeometry? Can you use THREE.Geometry instead?
Three.PlaneGeoemtry is only a preset for the user that already generates the vertex positions and UV-coordinates for you. For creating a mountain, you should stick to Three.PlaneGeometry and move the vertices up and down, depending on some height values of any kind you wish (function, or height map texture or whatever). You could also create your own Three.Geometry object but in the end, I think, you will end up with something very close to PlaneGeometry.

Help to restructure my Doc/View more correctly

Edited by OP.
My program is in need of a lot of cleanup and restructuring.
In another post I asked about leaving the MFC DocView framework and going to the WinProc & Message Loop way (what is that called for short?). Well at present I am thinking that I should clean up what I have in Doc View and perhaps later convert to non-MFC it that even makes sense. My Document class currently has almost nothing useful in it.
I think a place to start is the InitInstance() function (posted below).
In this part:
POSITION pos=pDocTemplate->GetFirstDocPosition();
CLCWDoc *pDoc=(CLCWDoc *)pDocTemplate->GetNextDoc(pos);
ASSERT_VALID(pDoc);
POSITION vpos=pDoc->GetFirstViewPosition();
CChildView *pCV=(CChildView *)pDoc->GetNextView(vpos);
This seem strange to me. I only have one doc and one view. I feel like I am going about it backwards with GetNextDoc() and GetNextView(). To try to use a silly analogy; it's like I have a book in my hand but I have to look up in it's index to find out what page the Title of the book is on. I'm tired of feeling embarrassed about my code. I either need correction or reassurance, or both. :)
Also, all the miscellaneous items are in no particular order. I would like to rearrange them into an order that may be more standard, structured or straightforward.
ALL suggestions welcome!
BOOL CLCWApp::InitInstance()
{
InitCommonControls();
if(!AfxOleInit())
return FALSE;
// Initialize the Toolbar dll. (Toolbar code by Nikolay Denisov.)
InitGuiLibDLL(); // NOTE: insert GuiLib.dll into the resource chain
SetRegistryKey(_T("Real Name Removed"));
// Register document templates
CSingleDocTemplate* pDocTemplate;
pDocTemplate = new CSingleDocTemplate(
IDR_MAINFRAME,
RUNTIME_CLASS(CLCWDoc),
RUNTIME_CLASS(CMainFrame),
RUNTIME_CLASS(CChildView));
AddDocTemplate(pDocTemplate);
// Parse command line for standard shell commands, DDE, file open
CCmdLineInfo cmdInfo;
ParseCommandLine(cmdInfo);
// Dispatch commands specified on the command line
// The window frame appears on the screen in here.
if (!ProcessShellCommand(cmdInfo))
{
AfxMessageBox("Failure processing Command Line");
return FALSE;
}
POSITION pos=pDocTemplate->GetFirstDocPosition();
CLCWDoc *pDoc=(CLCWDoc *)pDocTemplate->GetNextDoc(pos);
ASSERT_VALID(pDoc);
POSITION vpos=pDoc->GetFirstViewPosition();
CChildView *pCV=(CChildView *)pDoc->GetNextView(vpos);
if(!cmdInfo.m_Fn1.IsEmpty() && !cmdInfo.m_Fn2.IsEmpty())
{
pCV->OpenF1(cmdInfo.m_Fn1);
pCV->OpenF2(cmdInfo.m_Fn2);
pCV->DoCompare(); // Sends a paint message when complete
}
// enable file manager drag/drop and DDE Execute open
m_pMainWnd->DragAcceptFiles(TRUE);
m_pMainWnd->ShowWindow(SW_SHOWNORMAL);
m_pMainWnd->UpdateWindow(); // paints the window background
pCV->bDoSize=true; //Prevent a dozen useless size calculations
return TRUE;
}
Thanks
Hard to give you good recommendations without knowing what your program shall do. I have only a few general remarks:
Your InitInstance does not look very messed up for me. It's pretty much standard with a bit of custom code in it.
Also the ugly construction to retrieve the first view from the application class (the chain GetDocTemplate -> GetDoc -> GetView) is standard to my knowledge. I actually don't know another way. You might think about moving it into a separate method like CChildView* CLCWApp::GetFirstView() but well, that's only cosmetic as long as you need it only at one place.
What you are doing and which data you are placing in your Document class and in your View class(es) is more a semantic question if you only have one view. (You have only one document anyway because it's an SDI application.). From a technical viewpoint often both is possible.
But to be open for (perhaps) later extensions to more than one view and to follow the standard pattern of a doc/view architecture there are a few rules of thumb:
Data which exist and have a meaning independent of the way to present and view them (a document file, a database handle, etc.) belong to the document class. I don't know what your pCV->OpenF1(cmdInfo.m_Fn1) ... and so on does but if it's something like a file or filename or a parameter to be used to access data in any way OpenF1 might be better a method of the document class.
Methods which do any kind of data processing or modification of your underlying data belong to the document class as well
Data and methods which are only needed for a specific way to display a document belong to a view class (for instance a selected font, colours, etc.)
On the other side: If you have a fixed number of views which open with the document it might not be wrong to put view specific data into the document, especially if you want to make those view parameters persistent. An example would be a file with some statistical data - your document - and a splitter frame with two views: one displays the data as a grid table and the other as a pie chart. The table has "view data" describing the order of and width of columns, the pie chart has data to configure the colours of the pie pieces and the legend location, for instance. If you want to make sure that the user gets the last view configuration displayed when he opens the document file you have to store these view parameters somewhere. It wouldn't be wrong or bad design in my opinion to store those parameters in the document too, to store and retrieve them from any permanent storage, even if you need them only in the view classes.
If your application allows to open an unlimited number of views for a document dynamically and those views are only temporary as long as the application runs, storing all view configuration parameters directly in the view classes seems more natural to me. Otherwise in the document you would need to manage any kind of dynamic data structure and establish a relationship between a View and an entry in this data structure (an index in an array, or a key in a map, etc.)
If you are in doubt whether to place any data in the document or view class I'd prefer the document because you always have the easy GetDocument() accessor in the View class to retrieve members or call methods of the Doc. To fetch data from the View into the Document requires to iterate through the list of views. (Remember: Doc-View is a 1-n relationship, even in a SDI application.)
Just a few cents.

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