A Step-By-Step Guide from Unboxing to Creative Coding
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import bpy | |
from mathutils import Vector, Matrix, Quaternion, Euler | |
from random import uniform | |
# Uses Array modifier data to generate OBJECTS rather than just geometry | |
# Find this Gist at https://gist.github.com/rstecca/7fe38e3846749c0118e6bd20cb83c39c | |
# github.com/rstecca | |
# Only works with Array Modifiers with ObjectOffset | |
# Tested in Blender 2.83.1 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#!/bin/sh | |
# Author : Wang Poh Peng | |
# Description : Use FFMPEG to download videos into mkv or mp4 format | |
RED='\033[1;31m' | |
NC='\033[0m' # No Color | |
GREEN='\033[0;32m' | |
CYAN='\033[0;36m' |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEditor; | |
using System.Text.RegularExpressions; | |
using System.IO; | |
public class ReimportAsset : MonoBehaviour | |
{ | |
#region MenuItem Methods | |
[MenuItem("Assets/Reimport from ~ &R", false, priority = 40)] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.EventSystems; | |
/* | |
MAKE A 3D OBJECT DRAGGABLE | |
Riccardo Stecca | |
http://www.riccardostecca.net |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
- Import the .c3d file into MotionBuilder.
- Create an actor and align it to the markers. Then assign the markers to the actor. See the tutorial for the detailed steps.
- Merge the .fbx file of the target model. See the tutorial for the detailed steps.
- Characterize the target model. See the tutorial for the detailed steps.
- Set the actor as an input source in the character settings. Then plot the animation to the skeleton. See the tutorial for the detailed steps.
- Save the project at this point.
- Select the joint hierarchy and the character, and then export it with "File" -> "Save Selection". Note that "Select Branches" in the right click menu should be used to select the whole hierarchy (left click only select a top node).
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// LoadingScreenManager | |
// -------------------------------- | |
// built by Martin Nerurkar (http://www.martin.nerurkar.de) | |
// for Nowhere Prophet (http://www.noprophet.com) | |
// | |
// Licensed under GNU General Public License v3.0 | |
// http://www.gnu.org/licenses/gpl-3.0.txt | |
using UnityEngine; | |
using UnityEngine.UI; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import tweepy | |
import os | |
# Consumer keys and access tokens, used for OAuth | |
consumer_key = '' | |
consumer_secret = '' | |
access_token = '' | |
access_token_secret = '' | |
# OAuth process, using the keys and tokens |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class MapUtils { | |
static float GOOGLEOFFSET = 268435456f; | |
static float GOOGLEOFFSET_RADIUS = 85445659.44705395f;//GOOGLEOFFSET / Mathf.PI; | |
static float MATHPI_180 = Mathf.PI/180f; | |
static private float preLonToX1 = GOOGLEOFFSET_RADIUS * (Mathf.PI/180f); |
NewerOlder