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/** | |
* 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)); | |
} |
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/** | |
* 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; |
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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; |
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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); |
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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; | |
} |
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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; |
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using UnityEngine; | |
public class WireframeFill : MonoBehaviour | |
{ | |
[SerializeField] private Mesh _mesh; | |
private Mesh _mesh1; | |
private Mesh _mesh2; |
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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): |
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using UnityEngine; | |
using System.Collections; | |
using System.IO; | |
using System.Text; | |
public class FaceFillIndex { | |
public static int[] AddFillIndex(int[] src){ | |
int[] hoge = new int[]{ |
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using UnityEngine; | |
using System.Collections.Generic; | |
public class FFTData { | |
//private float[][] _fft; | |
public List<FFTArray> fftList; | |
//public |
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