This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<?xml version="1.0"?> | |
<root> | |
<item> | |
<name>Custom</name> | |
<item> | |
<name>親指シフト <ローマ字モード> 左シフト=スペース, 右シフト=F16</name> | |
<identifier>remap.oyayubi_shift_roman_space_F16</identifier> | |
<include path="/Applications/Karabiner.app/Contents/Resources/include/checkbox/languages/japanese/keyboard_layouts/oyayubishiftinput_roman.xml"> | |
<replacementdef> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/bin/bash | |
#----------------------------------------------------------------------------------------------- | |
# Unityをバッチモードで起動し、ビルドする | |
#----------------------------------------------------------------------------------------------- | |
# These are defined in Cygwin, but used by Mono's compilation. | |
unset TEMP | |
unset TMP |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
// Script to make MMD4Mecanim's expressions controllable like MMDforUnity's expressions. | |
// Move the Z localPosition of an expression GameObject from 0.0-1.0 to control that expression. | |
/* | |
* Instructions: | |
* 1. Copy the "Expression" GameObject (and its children) from inside a MMDforUnity-imported model to inside a MMD4Mecanim-imported model. | |
* 2. Select all the individual GameObjects for the expressions inside the "Expression" GameObject. |