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// JavaScript code for Adobe Illustrator ExtendScript | |
// Get a handle to the current document | |
var doc = app.activeDocument; | |
// Start building up the USDA file | |
var usda = """#usda 1.0 | |
( | |
defaultPrim = "World" | |
endTimeCode = 100 |
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#usda 1.0 | |
( | |
customLayerData = { | |
dictionary cameraSettings = { | |
dictionary Front = { | |
double3 position = (0, 0, 50000) | |
double radius = 500 | |
} | |
dictionary Perspective = { | |
double3 position = (2.608882581066693, 76.82853537187964, 358.0637042180103) |
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# Made using: https://youtu.be/eGxV_PGNpOg | |
# Lessons learned | |
# - work out your package name first (it affects directory structure) | |
# - DeletePrims references Sdf which is not imported for you | |
import omni.ext | |
import omni.ui as ui | |
import omni.kit.commands | |
from pxr import Usd, Sdf, Gf | |
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using UnityEngine; | |
using UnityEditor.Timeline; | |
using UnityEngine.Sequences.Timeline; | |
using UnityEngine.Timeline; | |
namespace UnityEditor.Sequences.Timeline | |
{ | |
[CustomTimelineEditor(typeof(ProgressClip))] | |
public class ProgressClipEditor : ClipEditor | |
{ |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Timeline; | |
using UnityEngine.Playables; | |
using System.Collections.Generic; | |
using UnityEditor.Timeline; | |
using uOSC; | |
using UnityEngine.Events; | |
using EVMC4U; | |
using VRM; |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Timeline; | |
using UnityEngine.Playables; | |
using System.Collections.Generic; | |
using UnityEditor.Timeline; | |
public class MyAssemblyWindow : EditorWindow | |
{ | |
[MenuItem("Window/Alan Tools/Assembly")] |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class AlansBlendShapeClipVowels : MonoBehaviour | |
{ | |
[Range(0f, 1f)] public float A; | |
[Range(0f, 1f)] public float E; | |
[Range(0f, 1f)] public float I; | |
[Range(0f, 1f)] public float O; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UniGLTF; | |
using UnityEngine; | |
using VRM; | |
// This component goes on VRoid character root for animating where the eyes look at. | |
// The eyes can look between different targets or at specified left/right/up/down position. | |
// The idea is this scripts controls the position of a separate target object that must be created in the scene that the VRM look at scripts then specify as their look at target. | |
// That is, this does not modify what the eyes look at directly, but rather moves a target object that that eyes must look at. |
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