This is an English description of the .PMX file format used in Miku Miku Dance (MMD).
PMX is the successor to the .PMD format (Polygon Model Data).
This is work-in-progress! Please leave feedback in the comments.
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_syswm.h> | |
#include <bgfx/bgfx.h> | |
#include <bgfx/platform.h> | |
#include <bx/bx.h> | |
#include <bx/mutex.h> | |
#include <bx/thread.h> | |
void threadInit() | |
{ |
0 | Spine Front-Back | |
---|---|---|
1 | Spine Left-Right | |
2 | Spine Twist Left-Right | |
3 | Chest Front-Back | |
4 | Chest Left-Right | |
5 | Chest Twist Left-Right | |
6 | UpperChest Front-Back | |
7 | UpperChest Left-Right | |
8 | UpperChest Twist Left-Right | |
9 | Neck Nod Down-Up |
using UnityEngine; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
using MMDataIO.Pmx; | |
using System.IO; | |
using VRM; | |
#if UNITY_EDITOR | |
using UnityEditor; |
using UnityEngine; | |
using System.Linq; | |
using System.Collections; | |
using System.Collections.Generic; | |
using MMDataIO.Pmx; | |
using System.IO; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif |
#define _WIN32_WINNT 0x0500 | |
#include <windows.h> | |
#include <windowsx.h> | |
#include <GL/gl.h> | |
#include <GL/glu.h> | |
#include <dwmapi.h> | |
#pragma comment (lib, "opengl32.lib") |
using System; | |
using NAudio.Wave; | |
using NAudio.Wave.SampleProviders; | |
namespace FireAndForgetAudioSample | |
{ | |
class AudioPlaybackEngine : IDisposable | |
{ | |
private readonly IWavePlayer outputDevice; | |
private readonly MixingSampleProvider mixer; |
#include "SDL2/SDL.h" | |
#include "SDL2/SDL_mixer.h" | |
static const char *MY_COOL_MP3 = "cool_tunes.mp3"; | |
int main(int argc, char **argv) { | |
int result = 0; | |
int flags = MIX_INIT_MP3; | |
if (SDL_Init(SDL_INIT_AUDIO) < 0) { |
UDKtoUE4Tool 是一个把UE3/UDK资源包(T3D格式)转换成UE4(T3D格式)的工具。作者Matt3D使用C#实现,未来考虑发布到Unreal Marketplace作为外部工具。
2014/04/18
Matt3D移植他自己的项目CBC building到UE4时,需要重做2000+ actors,于是诞生了这个批量转换工具,使用php实现web版。
当时仅支持Static Meshes, 转换location/rotation/scale,忽略其他类型actor和特性。
需要手工从UDK导出所有独立的meshes和textures,再导入到UE4。
在转换各种参数时并不是简单的复制粘贴,而是要转换成UE4正确的计量单位。