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| def scene_objects(): | |
| def list_children(node): | |
| list = [] | |
| for c in node.Children: | |
| list.append(c) | |
| list = list + list_children(c) | |
| return list | |
| return list_children(MaxPlus.Core.GetRootNode()) | |
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| from MaxPlus import SuperClassIds | |
| from MaxPlus import SelectionManager | |
| def scene_objects(): | |
| def list_children(node): | |
| list = [] | |
| for c in node.Children: | |
| list.append(c) | |
| list = list + list_children(c) | |
| return list |
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| from os import listdir | |
| from os.path import isfile, join | |
| import unreal | |
| dir = "D:\\" | |
| files = [f for f in listdir(dir) if isfile(join(dir, f)) and f[-3:]=='jpg'] | |
| AssetTools = unreal.AssetToolsHelpers.get_asset_tools() | |
| import_tasks = [] | |
| for f in files: | |
| print join(dir, f) |
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| import unreal | |
| from unreal import Vector | |
| lst_actors = unreal.EditorLevelLibrary.get_all_level_actors() | |
| print('place actors at 0 z') | |
| for act in lst_actors: | |
| act_label = act.get_actor_label() | |
| if 'Sphere_' in act_label: | |
| print('placing: {}'.format(act_label)) | |
| act_location = act.get_actor_location() |
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| import MaxPlus | |
| import math | |
| from MaxPlus import INode | |
| from MaxPlus import TriObject | |
| from MaxPlus import SelectionManager | |
| from MaxPlus import Factory | |
| from MaxPlus import Animation | |
| from MaxPlus import Point3 | |
| from MaxPlus import Control |
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| import bpy | |
| mesh = bpy.context.active_object.data | |
| mesh.calc_loop_triangles() | |
| for tri in mesh.loop_triangles: | |
| tri_center = (mesh.vertices[tri.vertices[0]].co * 0.333) +\ | |
| (mesh.vertices[tri.vertices[1]].co * 0.333) +\ | |
| (mesh.vertices[tri.vertices[2]].co * 0.333) | |
| bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1,enter_editmode=False,location=tri_center) |
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| import bpy | |
| import bmesh | |
| obj = bpy.context.active_object | |
| frames = range(0,10) | |
| # get the object's evaluated dependency graph: | |
| depgraph = bpy.context.evaluated_depsgraph_get() | |
| # iterate animation frames: | |
| for f in frames: | |
| bpy.context.scene.frame_set(f) | |
| # define new bmesh object: |
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| import bpy | |
| # access mesh data: | |
| obj = bpy.context.active_object | |
| mesh_data = obj.data | |
| mesh_loops = mesh_data.loops | |
| uv_index = 0 | |
| # iterate teh mesh loops: | |
| for lp in mesh_loops: | |
| # access uv loop: | |
| uv_loop = mesh_data.uv_layers[uv_index].data[lp.index] |
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| import bpy | |
| objects = bpy.context.selected_objects | |
| num_chars = 3 | |
| for o in objects: | |
| o.name = o.name[:-num_chars] |
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| import bpy | |
| objects = bpy.context.selected_objects | |
| base_name = "new_name" | |
| for (i,o) in enumerate(objects): | |
| o.name = "{}_{:03d}".format(base_name, i) |
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