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# Original source code: https://github.com/artellblender/empties_to_bones
# Author: artellblender
# This code has been modified to create bones for an existing armature.
import math
import bpy
from mathutils import Euler, Matrix, Vector
armature_name = "Avatar_Girl_Claymore_Noel_Manekin"
empty_parent_ary = [
import bpy
import re
def get_shapekey(object_name, shape_name):
bpy.context.view_layer.objects.active = bpy.data.objects[object_name]
if bpy.context.object.data.shape_keys == None:
return None
for shape_key in bpy.context.object.data.shape_keys.key_blocks:
if shape_key.name == shape_name:
return shape_key
using System.Collections;
using System.IO;
using System.Linq;
using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
#if UNITY_EDITOR
using UnityEditor;
#endif