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@mio3io
mio3io / mio3_normal_symmetrize.py
Last active August 31, 2024 02:55
選択した頂点のノーマルを対称化するBlenderアドオン(Menu > Mesh > Normal)
import bpy
import bmesh
from bpy.props import EnumProperty
from mathutils.kdtree import KDTree
bl_info = {
"name": "Mio3 Normal Symmetrize",
"version": (1, 0),
"blender": (4, 1, 0),
"location": "Mesh > Normal",
@mio3io
mio3io / mirror_and_unwrap.py
Last active August 29, 2024 14:21
ミラー適用してあるようにUV展開するBlenderスクリプト(ミラーUの位置指定などは事前にしておく)【使い方】新規スクリプトを作ってコピペして▶の実行ボタン
import bpy
obj = bpy.context.active_object
if obj.type == 'MESH':
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
vg = obj.vertex_groups.new(name="TempDataTransfer")
selected_verts = [v.index for v in obj.data.vertices if v.select]
bpy.ops.object.mode_set(mode='OBJECT')
@mst-mkt
mst-mkt / nabeatsu.d.ts
Last active September 6, 2024 04:32
TypeScriptの型で世界のナベアツ
type Natural = 0[];
type Zero = [];
type One = [0];
type AhoSuffix = '(アホ)';
type Length<Array extends unknown[]> = Extract<Array['length'], number>;
type Add<N1 extends Natural, N2 extends Natural> = [...N1, ...N2];
type AddNum<N1 extends number, N2 extends number> = Length<[...NumToNat<N1>, ...NumToNat<N2>]>;
type Sub<N1 extends Natural, N2 extends Natural> = N1 extends [...N2, ...infer M]
? M
@phi16
phi16 / Wire.shader
Last active January 21, 2024 15:32
Wire
Shader "phi16/Wire"
{
Properties
{
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
ZWrite Off
@phi16
phi16 / AnimationLooper.cs
Last active January 11, 2024 09:56
Make a loop animation from non-loop (but nearly looping) animation
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class AnimationLooper : MonoBehaviour {
[SerializeField] private AnimationClip clip;
[SerializeField] private float overlapTime = 0.5f;
[SerializeField] private string path;
#if UNITY_EDITOR
@TORISOUP
TORISOUP / AvatarBoneNameFixer.cs
Last active September 4, 2023 14:32
アバター内に含まれている重複したGameObject名を修正するやつ
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace TORISOUP.Editor.AvatarBoneNameFixer
{
public class AvatarBoneNameFixer : EditorWindow
{
[MenuItem("GameObject/AvatarBoneNameFixer", false, 0)]
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active July 15, 2024 03:36
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@HarukaKajita
HarukaKajita / HoudiniHierarchyTransformTest
Last active September 10, 2024 08:39
Houdiniで自分好みの階層的にFBXを書き出す為の行列処理の検証Pythonコード
import hou
def matrixTest():
parent_node = hou.node('/obj/grid')
parent_name = parent_node.name()
print(parent_name)
print(parent_name + " local transform")
local_transform = parent_node.localTransform()
print(local_transform)
@0xbadfca11
0xbadfca11 / Wrong usage Optimize-VHD.md
Created January 5, 2016 09:38
お前らの Optimize-VHD の使い方は間違っている
  • ゲストでsdelete -z→シャットダウンして→Optimize-VHD -Mode Prezeroed
  • ホストでMount-VHDsdelete -zDismount-VHDOptimize-VHD -Mode Prezeroed

これらは時間と書き込み量を浪費しているだけだから今すぐ止めて
Mount-VHD <VHD> [-NoDriveLetter] -ReadOnly -Passthru | Optimize-VHD [-Mode {Quick|Full}] -Passthru | Dismount-VHD
を使うべき。

なんで?

読み取り専用でマウントしている時に Optimize-VHD をすればディスクイメージ内の NTFS から得られる空き領域情報を利用するから。

@edokeh
edokeh / index.js
Last active September 20, 2024 14:09
佛祖保佑,永无 BUG
//
// _oo0oo_
// o8888888o
// 88" . "88
// (| -_- |)
// 0\ = /0
// ___/`---'\___
// .' \\| |// '.
// / \\||| : |||// \
// / _||||| -:- |||||- \