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Shader "Sprites/DefaultAdditive" | |
{ | |
Properties | |
{ | |
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} | |
_Color ("Tint", Color) = (1,1,1,1) | |
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 | |
} | |
SubShader |
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Option Explicit | |
Sub SaveAsUTF8CSV() | |
'============================== | |
' 使用しているデータ範囲の取得 | |
'============================== | |
Dim maxRow As Long | |
Dim maxCol As Long |
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from fbx import * | |
#from samples.ImportScene.DisplayCommon import * | |
def DisplayString(pHeader, pValue="" , pSuffix=""): | |
lString = pHeader | |
lString += str(pValue) | |
lString += pSuffix | |
print(lString) | |
def DisplayBool(pHeader, pValue, pSuffix=""): |
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//20160316_ver2.0.otsuka_noboru | |
//【使い方】 | |
//mel Scriptは | |
//各自 | |
//internalVar -usd | |
//を実行して出てくる | |
//Scriptフォルダにいれてください。 | |
//【概要】 | |
//オリジナルジョイントに入っているアニメーションをベイクし、不要なノードを削除するMELです。 |
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rig_to_joint_bakemotion_fbx_v11_move_value_zero_start(); | |
global proc rig_to_joint_bakemotion_fbx_v11_move_value_zero_start() | |
{ | |
rig_to_joint_bakemotion_fbx_v1103_proc010_init_offset(); | |
//rig_to_joint_bakemotion_fbx_11_main(); | |
} | |
//010 開始フレームを0フレームにする。 rig_to_joint_bakemotion_fbx_v1103_proc010_init_offset(); | |
//020 参照してるリファレンス達をループしてファイルにインポートする。1 rig_to_joint_bakemotion_fbx_v1103_proc020_referenceImport() |
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set MayaWorkspace=%CD% | |
echo %MayaWorkspace% | |
set EscapedMayaWorkspace=%MayaWorkspace% | |
:: 置換 | |
set old=:\ | |
set new=// | |
call set EscapedMayaWorkspace=%%EscapedMayaWorkspace:%old%=%new%%% | |
set old=\ | |
set new=/ | |
call set EscapedMayaWorkspace=%%EscapedMayaWorkspace:%old%=%new%%% |
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#ifndef UNITY_CG_INCLUDED | |
#define UNITY_CG_INCLUDED | |
#define UNITY_PI 3.14159265359f | |
#include "UnityShaderVariables.cginc" | |
uniform fixed4 unity_ColorSpaceGrey; | |
uniform fixed4 unity_ColorSpaceDouble; | |
uniform half4 unity_ColorSpaceDielectricSpec; |
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//saves you from agonizing manual clicking "Fix Mask" on each user-created clip, | |
//when you have updated/edited the original FBX changing the skeleton hierarchy | |
//drop this in your Scripts/Editor folder, | |
//select FBX's and right click context menu Fix Animation Masks | |
//reImporot Foloder | |
//tested on Unity 5.3.4p3 | |
//minor update, sets all transforms of the avatarMask to active (assuming you are just using 'Mask Definition Create From This Model' with all transforms active (Default behavior) |
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using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEditor; | |
using UnityEditor.Animations; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Text.RegularExpressions; | |
using System.Linq; | |
using System; |
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static public void CSharpReNameFileNameExtention_And_Meta(string path,string newName) | |
{ | |
string[] pathArr = path.Split("/"[0]); | |
string tempStr = ""; | |
for (int i = 0; i < pathArr.Length-1; i++) | |
{ | |
tempStr = tempStr + pathArr[i]+"/"; | |
} | |
string renameDir = tempStr; |
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