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# バイナリエディタ🙂 | |
import ctypes, hashlib, math, os, random, sys | |
import PySide6.QtCore as C | |
import PySide6.QtGui as G | |
import PySide6.QtWidgets as W | |
MONOSPACE_FONT = 'MS ゴシック' | |
class Application(W.QApplication): | |
"""アプリ全体を表す抽象的なクラスです。""" | |
def __init__(self): | |
super().__init__(sys.argv) |
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# Blender 質感・マテリアル設定実践テクニック | |
# ひび割れの作り方 | |
# 3-06-01.blend 3-06-02.blend 3-06-03.blend | |
import bpy | |
class CrackType: | |
"""ひび割れの種類です。""" | |
NOISE = 1 # 大まかなひび割れ | |
VORONOI = 2 # 細かいひび割れ | |
MUSGRAVE = 3 # 不規則性の高いひび割れ |
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# Blender 質感・マテリアル設定実践テクニック | |
# 3-05-02.blend 錆びの作り方 | |
import bpy | |
NOT_MODIFIED = False | |
object = bpy.data.objects['export3dcoat'] # シーンに配置済みのオブジェクト | |
slot = object.material_slots[0] # そのマテリアルスロット | |
material = slot.material # に設定されているマテリアル | |
node_tree = material.node_tree # のノードネットワーク | |
nodes = node_tree.nodes # にある各ノード | |
def delete(): |
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# Blender 質感・マテリアル設定実践テクニック | |
# 3-04-01.blend ドロドロ汚れの作り方 | |
import bpy | |
NOT_MODIFIED = False | |
object = bpy.data.objects['export3dcoat'] # シーンに配置済みのオブジェクト | |
slot = object.material_slots[0] # そのマテリアルスロット | |
material = slot.material # に設定されているマテリアル | |
node_tree = material.node_tree # のノードネットワーク | |
nodes = node_tree.nodes # にある各ノード | |
def delete(): |
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# Blender 質感・マテリアル設定実践テクニック | |
# 3-03-2.blend ガラスのくすみ・表面劣化 | |
import bpy | |
NOT_MODIFIED = False | |
object = bpy.data.objects['export3dcoat'] # シーンに配置済みのオブジェクト | |
slot = object.material_slots[0] # そのマテリアルスロット | |
material = slot.material # に設定されているマテリアル | |
node_tree = material.node_tree # のノードネットワーク |
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# Blender 質感・マテリアル設定実践テクニック 3-03-1.blend | |
import bpy | |
object = bpy.data.objects['export3dcoat'] # シーンに配置済みのオブジェクト | |
slot = object.material_slots[0] # そのマテリアルスロット | |
material = slot.material # に設定されているマテリアル | |
node_tree = material.node_tree # のノードネットワーク | |
nodes = node_tree.nodes # にある各ノード | |
def delete(): | |
"""過去に生成したノードを削除します。""" | |
for node in nodes: |
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# Blender 質感・マテリアル設定実践テクニック 3-03-1.blend | |
import bpy | |
object = bpy.data.objects['export3dcoat'] # シーンに配置済みのオブジェクト | |
slot = object.material_slots[0] # そのマテリアルスロット | |
material = slot.material # に設定されているマテリアル | |
node_tree = material.node_tree # のノードネットワーク | |
nodes = node_tree.nodes # にある各ノード | |
def delete(): | |
"""過去に生成したノードを削除します。""" | |
for node in nodes: |
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# BlenderユーザーのためのPython入門 | |
# 第26節 ギャグマシーンを作成する | |
import bpy | |
import math | |
import random | |
# 人体を構成する10個のオブジェクトです。 | |
objs = [] | |
# 身体の各部分に許容する回転角です。 | |
rot_range = (10, 45, 90, 90, 90, 90, 90, 90, 90, 90) | |
def make_cube(parent, loc, scale, pivot, name): |
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"""Makes all objects' material metallic.""" | |
import bpy | |
USE_TRANSMISSION = False | |
def remove(): | |
"""Removes previously created materials.""" | |
for material in bpy.data.materials: | |
if material.name == 'MyMaterial': | |
bpy.data.materials.remove(material) | |
def create_material(): | |
"""Creates a metallic material and returns it.""" |
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# BlenderユーザーのためのPython入門 | |
# 第25節 ボーンを作成してボーンアニメーションさせる | |
import bpy | |
import math | |
import mathutils | |
class BoneAnimation(): | |
def __init__(self): | |
"""既存のアーマチュアとメッシュを削除します。""" | |
for armature in bpy.data.armatures: | |
assert isinstance(armature, bpy.types.Armature) |
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