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whaison / rig_to_joint_bakemotion_fbx_v3.mel
Last active Mar 2, 2021
rig_to_joint_bakemotion_fbx_v3.mel
View rig_to_joint_bakemotion_fbx_v3.mel
//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。
@whaison
whaison / rig_to_joint_bakemotion_fbx_v11_move_value_zero_start_wrightErrorCatch_fix_ProcNum.mel
Last active Mar 2, 2021
rig_to_joint_bakemotion_fbx_v11_move_value_zero_start_wrightErrorCatch_fix_ProcNum.mel
View rig_to_joint_bakemotion_fbx_v11_move_value_zero_start_wrightErrorCatch_fix_ProcNum.mel
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()
View Sprites-Default-Additive.shader
Shader "Sprites/DefaultAdditive"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
}
SubShader
View mayapy.bat
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%%%
@whaison
whaison / UnityCG.cginc
Created Mar 7, 2016
Unity5.3.2 UnityCG.cginc ///Applications/Unity/Unity.app/Contents/CGIncludes/UnityCG.cginc
View UnityCG.cginc
#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;
View DisplayAnimation.py
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=""):
@whaison
whaison / FixMask.cs
Created May 4, 2016
FixMask.cs (Unity5.3.4p3)
View FixMask.cs
//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)
@whaison
whaison / ModelAnimationSplitterWithAnimeControllerTrigger.cs
Created May 4, 2016
ModelAnimationSplitterWithAnimeControllerTrigger.cs
View ModelAnimationSplitterWithAnimeControllerTrigger.cs
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;
@whaison
whaison / CSharpReNameFileNameExtention_And_Meta.cs
Last active May 30, 2019
Unity AssetDatabase.RenameAsset(path, newName); can not rename extension CSharpReNameFileNameExtention_And_Meta(string path,string newName) can chenge extension
View CSharpReNameFileNameExtention_And_Meta.cs
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;
@whaison
whaison / FragmentWithSurface.shader
Last active Mar 25, 2019 — forked from shop-0761/FragmentWithSurface.shader
Fragment と surface を一緒に使うやつ
View FragmentWithSurface.shader
Shader "Custom/fragmentWithSurface" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }