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kitasenjudesign / naraberu_time.jsx
Last active May 22, 2016 08:08
AEで選択されたコンポをSEC時間ごとに並べる
/**
* 選択されたコンポをSEC時間ごとに並べる
*/
var SEC = 0.15; //尺
var FRAMERATE = 30; //
var BASE_WIDTH = 540;
var BASE_HEIGHT = 720;
var OUT_WIDTH = 540;
var OUT_HEIGHT = 720;
@kitasenjudesign
kitasenjudesign / layerInterval.jsx
Last active May 22, 2016 08:07
AEで選択されたコンポのレイヤーを順繰りにずらす
/**
* 選択されたコンポのレイヤーを順繰りにずらす
*/
var srcCompos=[];
//まず選択されているコンポを取得
for (var i=1; i<=app.project.items.length; i++)
{
if( app.project.item(i).selected ){
srcCompos.push(app.project.item(i));
}
@kitasenjudesign
kitasenjudesign / camjson.py
Last active September 28, 2018 01:36
cinema4dのcameraの情報をjsonに書き出す
import c4d
import json
import os
from c4d import Quaternion
path = ""
fps = doc[c4d.DOCUMENT_FPS]
filename = os.path.normpath(doc.GetDocumentPath())+"/cam.json"
def main():
@kitasenjudesign
kitasenjudesign / cam.cs
Created May 30, 2016 08:49
Oribit カメラ風
using UnityEngine;
using System.Collections;
public class Cam : MonoBehaviour {
public GameObject target = null;
public float amp = 2f;
public float radX = 0f;
public float radY = Mathf.PI/4;
@kitasenjudesign
kitasenjudesign / uween.cs
Last active June 6, 2016 09:49
Uweenの使い方
using Uween;
//https://github.com/oinkgms/uween
Vector3 fs = new Vector3(0.01f,0.01f,0.01f);
this.transform.localScale = fs;
TweenSX.Add(this.gameObject, 0.2f, 0.01f).EaseOutSine();
TweenSY.Add(this.gameObject, 0.2f, 0.01f).EaseOutSine();
TweenSZ.Add(this.gameObject, 0.2f, 0.01f).EaseOutSine().Then(_Remove);
function CatmullRom(p0:Number, p1:Number, p2:Number, p3:Number, t:Number):Number
{
var v0:Number = (p2 - p0) / 2;
var v1:Number = (p3 - p1) / 2;
var t2:Number = t * t;
var t3:Number = t2 * t;
return (2 * p1 - 2 * p2 + v0 + v1) * t3 +
( -3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
}
@kitasenjudesign
kitasenjudesign / 線形補間.hx
Created September 5, 2016 10:58
線型補間
public function getPosition(t:Float):Vector3 {
var p1 :Vector3 = new Vector3();
var p2 :Vector3 = new Vector3();
var out :Vector3 = new Vector3();
for (i in 0..._list.length-1) {
var time1:Float = _list[ i ].time;
var time2:Float = _list[ i + 1].time;
@kitasenjudesign
kitasenjudesign / WireframeAndFill.cs
Created March 30, 2017 12:19
Wireframeと塗りを行う。
using UnityEngine;
public class WireframeFill : MonoBehaviour
{
[SerializeField] private Mesh _mesh;
private Mesh _mesh1;
private Mesh _mesh2;
@kitasenjudesign
kitasenjudesign / PrintPolygon.py
Created February 16, 2018 12:08
PrintPolygon.py
import c4d
def PrintPolygon(obj):
if not isinstance(obj, c4d.PolygonObject):
return
ply = obj.GetAllPolygons()
hoge = obj.GetPolygonS();
for c in xrange(obj.GetPolygonCount()):
if hoge.IsSelected(c):
@kitasenjudesign
kitasenjudesign / FaceFillIndex.cs
Created March 21, 2018 11:13
FaceFillIndex.cs
using UnityEngine;
using System.Collections;
using System.IO;
using System.Text;
public class FaceFillIndex {
public static int[] AddFillIndex(int[] src){
int[] hoge = new int[]{