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
# 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 = [ |
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 | |
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 |
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.Collections; | |
using System.IO; | |
using System.Linq; | |
using UnityEditor.Animations; | |
using UnityEngine; | |
using UnityEngine.Playables; | |
using UnityEngine.Timeline; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif |