First post, yay, I guess. I'm new to Blitz3D, so I'm just now learning how to import a model from 3DS Max into Blitz. Here's the code:
Graphics3D 640,480,32,2
SetBuffer BackBuffer()
camera = CreateCamera()
light = CreateLight()
bottle = LoadMesh("bottle.3DS")
ScaleEntity bottle,0.1,0.1,0.1
End
I put the model file and the code in a folder together, but there's just black when I compile and run the code.
Since ScaleEntity isn't giving you an error, the model does seem to load. However, entities are created at 0, 0, 0 by default, so chances are you just can't see the bottle because your camera is inside it. Try something along the lines of PositionEntity camera, 0, 0, -5 and see if that helps.
Also, if that is your entire code, you're missing a RenderWorld and Flip; either within a loop, or followed by something like WaitKey, so that you can see what's being displayed before your program closes.
Related
I am currently using jupyter-manim since it is the most efficient way for me to use manim. I'm running my code on Kaggle and every time I use TextMobject in manim, it outputs an error that says Latex error converting to dvi. See log output above or the log file: media/Tex/54dfbfee288272f0.log. I've tried TexMobject and Text function, but only the Text function works. The Text function is limited however, and I'm not sure how to change the font. Is there a way to fix this or is it something that comes with using jupyter-manim? It seems that all the other functions work such as drawing shapes, animating scenes, etc.
%%manim
class Text(Scene):
def construct(self):
first_line = TextMobject('Hi')
second_line = TexMobject('Hi')
#Only one that works
third_line = Text('Hi')
I tried your Manim program and it worked as expected for me. I would try making sure
include from manimlib.imports import * in your first line (importing Manim library)
include self.play(...) so you can see them
I think you already have these, but I'm putting them in case you don't.
You may also be getting the error because you do not have a LaTeX distribution installed on your system (i.e. MikTex or Texlive).
I think part of your problem may be the name of the class you chose. I had problems with your code until I changed the name from Text to TextTest. Here is a minimally working example that works fine in my Jupyter notebook (after running import jupyter_manim of course).
%%manim TextTest -p -ql
from manim import *
class TextTest(Scene):
def construct(self):
first_line = TextMobject('Hi 1')
second_line = TexMobject('Hi 2').shift(DOWN)
third_line = Text('Hi 3').shift(UP)
self.add(first_line)
self.add(second_line)
self.add(third_line)
self.wait(1)
Also, you should be aware that TextMobject and TexMobject have been deprecated.
Using Octave, I am able to show a image and then plot some red circles over it, as follow:
tux = imread('tux.png');
imshow(tux);
hold on;
plot(100,100,'r','markersize', 10);
plot(150,200,'r','markersize', 10);
The above code display this window:
My question is: How can I save this image as it is being showed inside the window?
Thank you very much!
Pretty simple. Use:
print -djpg image.jpg
print is a command in Octave that allows you to capture what's currently seen in the current figure window. -d specifies what output device you want to write to. There are multiple "devices" you can use to save to file... EPS, PS, TEX, etc. A device can also be an image writer, and so here I chose JPEG. You can choose other valid image formats that are supported by Octave. Take a look at the link I provided above for more details.
After, you just specify what file name you want to save the plot to. In this case, I chose image.jpg.
You can also take a look at saveas. Make sure you get a handle to the current figure first before doing so:
h = gcf;
saveas(h, "image.jpg");
Also... a more point-and-click approach would be to Go to File -> Save As in the figure that your image is displayed in :)
You can use print to save your plot to a file:
print (FILENAME, OPTIONS) // for the current figure
print (H, FILENAME, OPTIONS) // for the figure handle H
and also take a look to saveas
saveas (H, FILENAME)
I am trying to run a very simple program. To open and jpg file and display it using the opencv library for python. Initially it all worked fine but now it just opens a window which doesn't show the image but says 'not responding'. I need to go to the task manager and close it!
from numpy import *
import matplotlib as plt
import cv2
img = cv2.imread('amandapeet.jpg')
print img.shape
cv2.imshow('Amanda', img)
You missed one more line:
cv2.waitKey(0)
Then the window shows the image until you press any key on keyboard. Or you can pass as following:
cv2.waitKey(1000)
cv2.destroyAllWindows()
Here, window shows image for 1000 ms, or 1 second. After that, the window would disappear itself. But in some cases, it won't. So you can forcefully destroy it using cv2.destroyAllWindows()
Please read more tutorials first : http://docs.opencv.org/trunk/doc/py_tutorials/py_tutorials.html
None of the answers here worked in MacOS. The following works:
Just add a cv2.waitKey(1) after cv2.destroyAllWindows().
Example:
import cv2
image = cv2.imread('my_image.jpg')
cv2.imshow('HSV image', hsv_image); cv2.waitKey(0); cv2.destroyAllWindows(); cv2.waitKey(1)
The solution that worked for me:
Switch from inline graphics to auto. It worked both in Spyder and in Jupyter notebooks.
To change Spyder setting:
Go to Tools > Preferences > IPhyton console > Graphics > Backend: Automatic
(Change backend from Inline to Automatic)
To change Notebook setting:
Enter command:
%matplotlib auto
Some background for my case (for those who may be quick to judge):
It used to work fine: I could open an image, it would load, and it would be responsive (doesn't say "Not responding", can close, focus, etc.) Then I installed some packages and ran some demo notebooks that apparently messed up some settings (Spyder open files were reset too).
I tried adding waitKey(1) (and 0, 30, 1000, etc values too). It made the image load, at least. But the image frame was "Not Responding": didn't refresh, couldn't close, didn't come to top, etc. Had to close using cv2.destroyAllWindows().
Note that everything worked fine during the duration of waitKey. I put this in a loop that shows the same image in the same named window and waits for a few seconds. During the loop everything works fine. As soon as the loop ends, the image window is "Not responding" (which looks like a GUI thread issue). I tried using cv2.startWindowThread(), and didn't make any difference.
Finally, changing from Inline graphics to Auto brought everything back to order.
I've been working with opencv 3.2 and matplotlib too recently and discovered (through trial and error of commenting out lines) that the import of pyplot from matplotlib has some sort of interference with the cv2.imshow() function. I'm not sure why or how it really works but in case anyone searches for this issue and comes across this old forum, this might help. I'm working to try to find a solution around this interference bu
I did also face the same issue. I am running through command line python prompt in centos 7 with the following code
>> import cv2, numpy as np
>> cap=cv2.VideoCapture(0)
>> img=cap.read()
>> cap.release()
>> cv2.imshow('image',img[1])
>> cv2.waitKey(0)
>> cv2.destroyAllWindows()
>> cv2.waitKey(1)
Even then the problem persisted and didn't solve. So I added
>> cv2.imshow('image',img[1])
Adding this did close the image window.Running the command again would create a new instance. Hope you can try if you still face any issues.
The cv2.imshow() function always takes two more functions to load and close the image. These two functions are cv2.waitKey() and cv2.destroyAllWindows(). Inside the cv2.waitKey() function, you can provide any value to close the image and continue with further lines of code.
# First line will provide resizing ability to the window
cv.namedWindow('Amanda', cv.WINDOW_AUTOSIZE)
# Show the image, note that the name of the output window must be same
cv.imshow('Amanda', img)
# T0 load and hold the image
cv.waitKey(0)
# To close the window after the required kill value was provided
cv.destroyAllWindows()
Hoping that you will get the image in a separate window now.
I've installed opencv-contrib-python library instead of opencv-python and now cv2.imshow() function works as expected.
If you have used python notebooks then there is a problem in using cv2.waitKey(0) and cv2.destroyallwindows() in Unix based system to run a program of opencv.
I have an alternative method which would prevent from freezing your image
Steps: -Copy the code from python notebooks and create new filename.py and paste it
- Open terminal
- cd path/to/file
- source activate VirtualEnvironment
- python filename.py
This will run code directly from terminal. Hope this helps you. Example Link: https://youtu.be/8O-FW4Wm10s
I was having this same error until I added the below lines of code. For the waitKey, you can input figures above 0(i.e 1, 100 and above). It serves as the delay time for the window and it is in milliseconds.
----> cv2 waitKey(0)
----> cv2 destroyAllWindows()
I found that i had a breakpoint on the
cv2.waitkey()
funtion. removing that fixed the issue for me
As I tried all solutions mentioned above, it works for displaying an image but in my case, I want to display the video not just the single image in the window, So to solve the problem added
k=cv2.waitkey(10)
if k == 27:
break
after cv2.imshow('title',img)
EDIT: Ignore most the below as the problem seems to be I don't have the "movieclip" module loaded according to the debugger... how in the hell do you load the movieclip or physics module I have wrote code for both and that is the issue. Is this module included? do I download it from somewhere? what gives?
I have the following code in Lua (corona specifically)
function scene:createScene( event )
local group = self.view
local bg = display.newImage("stage.png")
local vio = display.newImage("vio.png")
vio.x = 150
vio.y = 180
local b = display.newImage("b.png")
b.x = -70
b.y = 200
end
I need there to be a touch screen event so that dragging left or right moves object B left or right on the horizontal axis..and detects it crossing the center of the screen and plays an sound...
I found some code that would do this as a movieclip but the example code
local myAnim = movieclip.newAnim( b.png )
local function pressFunction()
myAnim.alpha = 0.7
end
local function releaseFunction()
myAnim.alpha = 1
end
myAnim:setDrag()
drag=true,
onPress=pressFunction,
onRelease=releaseFunction,
bounds= { 50,200, 220, 200}
end
Also I added the local movieclip = requires (movieclip) at the top of my code and it removes all my background images and tabBar :(
Please help me figure this out I am new to Corona and Lua.
Physics is part of the core Corona SDK API. You should not have to include any external files. Simply adding:
local physics = require("physics")
at the top of the module where you plan to use physics should suffice. As #speeder said, the movieclip.lua module has been deprecated in favor of using the new sprite sheets. Personally I loved using movieclip, but it's pretty wasteful on memory and isn't nearly as efficient or functional as sprite sheets.
Movieclip is a ancient thing...
It is a library, that used now deprecated and obsolete parts of the API.
I wonder even how you found it (I never had heard of it until seeing your question, and had to dig some forum skills to figure what it was).
So, yes, movieclip is a separate .lua file that you need to find and download. But I suggest you don't do that, since it uses things that don't exist anymore.
I have written a program that relies on Magick++ simply for importing and exporting of a wide variety of image formats. It uses Image.getPixels() to get a PixelPacket, does a lot of matrix transformations, then calls Image.syncPixels() before writing a new image. The general approach is the same as the example shown in Magick++'s documentation. More or less, the relevant code is:
Magick::Image image("image01.bmp");
image.modifyImage();
Magick::PixelPacket *imagePixels = image.getPixels(0, 0, 10, 10);
// Matrix manipulation occurs here.
// All actual changes to the PixelPacket direct changes to pixels like so:
imagePixels[i].red = 4; // or any other integer
// finally, after matrix manipulation is done
image.syncPixels();
image.write("image01_transformed.bmp");
When I run the above code, the new image file ("image01_transformed.bmp" in this example) ends up being the same as the original. However, if I write it to a different format, such as "image01_transformed.ppm", I get the correct result: a modified image. I assume this is due to a cached version of the format-encoded image, and that Magick++ is for some reason not aware that the image is actually changed and therefore the cache is out of date. I tested this idea by adding image.blur(1.0, 0.1); immediately before image.syncPixels();, and forcing this inconsequential change did indeed result in the correct result for same-format images.
Is there a way to force Magick++ to realize that the cache is out-of-date? Am I using getPixels() and syncPixels() incorrectly in the first place? Thanks!