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import bpy | |
import re | |
pattern = re.compile(r'^Bake(?:\.\d{3})?$') | |
new_name = "BakeUV" | |
for obj in bpy.data.objects: | |
if obj.type != "MESH": | |
continue | |
for uv_layer in obj.data.uv_layers: |
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import bpy | |
bl_info = { | |
'name': 'Relax Curve Control Point', | |
'category': '3D View', | |
'author': 'Taremin', | |
'location': 'View 3D > Curve > EditMode > Context Menu', | |
'description': 'カーブの制御点を整列します', | |
'version': (0, 0, 2), |
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/* | |
* https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Brushed_Metal | |
*/ | |
float anisotropy( | |
vector varyingNormalDirection, | |
vector varyingTangentDirection, | |
vector lightDirection, | |
vector viewDirection, | |
float alphaX, | |
float alphaY |
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# ***** BEGIN GPL LICENSE BLOCK ***** | |
# | |
# | |
# This program is free software; you can redistribute it and/or | |
# modify it under the terms of the GNU General Public License | |
# as published by the Free Software Foundation; either version 2 | |
# of the License, or (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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import bpy | |
import json | |
import numpy | |
bl_info = { | |
'name': 'Taremin Replace Weight', | |
'category': '3D View', | |
'author': 'Taremin', | |
'location': 'View 3D > UI > Taremin Replace Weight', | |
'description': "", |
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namespace ExportHumanoidRig | |
{ | |
using System.Collections.Generic; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEngine; | |
[System.Serializable] | |
public class ExportHumanoidRigWindow : EditorWindow | |
{ |
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shader hue_shift ( | |
float Hue = 0.0, | |
float Scale = 1.0, | |
output float Highlight = 0.0, | |
output float Shadow = 0.0 | |
) { | |
float tmp = Hue * 3; | |
Shadow = ((round(tmp) - tmp) * Scale + tmp) / 3.0; | |
Highlight = ((floor(tmp) + 0.5 - tmp) * Scale + tmp) / 3.0; | |
} |
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float fract(float a) { | |
return a - floor(a); | |
} | |
point fract(point p) { | |
return point(fract(p[0]), fract(p[1]), fract(p[2])); | |
} | |
float lerp(float a, float b, float t) { | |
return (1 - t) * a + t * b; | |
} |
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namespace ReplaceOnAssetsUpdate { | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
public class ReplaceOnAssetsUpdateWindow : EditorWindow { | |
public static string jsonPath = ""; | |
void OnEnable () { |
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bl_info = { | |
"name": "Voxel Heat Diffuse Skinning - Only selected bones", | |
"author": "Taremin", | |
"version": (0, 0), | |
"blender": (2, 79, 0), | |
"location": "View3D > Tools > Animation", | |
"description": "Voxel Heat Diffuse Skinning - Only selected bones", | |
"warning": "", | |
"category": "Object" | |
} |