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superowner / main.cpp
Created October 12, 2020 08:56 — forked from zlash/main.cpp
Minimal bgfx + SDL2
#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()
{
@superowner
superowner / HumanTrait.MuscleNames.csv
Created May 26, 2019 14:50 — forked from neon-izm/HumanTrait.MuscleNames.csv
HumanPose.musclesの中身の95個のfloatはこんな感じ。55から94に指の情報が入っている
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
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superowner / x.cs
Created April 21, 2019 13:37 — forked from yomotsu/x.cs
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;
@superowner
superowner / pmx21.md
Created April 21, 2019 06:11 — forked from felixjones/pmx21.md
PMX (Polygon Model eXtended) 2.0, 2.1 File Format Specifications

PMX (Polygon Model eXtended) 2.1

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.

Todo

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superowner / PMXExporter.cs
Created September 5, 2018 10:16 — forked from flammpfeil/PMXExporter.cs
VRM2PMX for Unity
using UnityEngine;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using MMDataIO.Pmx;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
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superowner / opengl-transparency-demo.cpp
Created September 2, 2018 05:13 — forked from wilkie/opengl-transparency-demo.cpp
Rendering directly to a composited window in vista+ with opengl.
#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")
@superowner
superowner / AudioPlaybackEngine.cs
Created August 12, 2018 07:28 — forked from markheath/AudioPlaybackEngine.cs
FireAndForget NAudio Sample
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

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。

初始版本 php实现

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。