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| import pymxs | |
| def delete_hidden_children_of(obj): | |
| print("Deleting hidden children of " + obj.name) | |
| hidden = [c for c in obj.children if c.isNodeHidden] | |
| for i in range(len(hidden)): | |
| pymxs.runtime.delete(hidden[i]) | |
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| public static IEnumerable<T> OrderByPositionInHierarchy<T>(this IEnumerable<T> enumerable) where T : Component | |
| { | |
| return enumerable.OrderBy(comp => new HierarchySortable(comp.gameObject)); | |
| } | |
| /// <summary> | |
| /// Sorts a list of gameobjects by their position in the hierarchy (top to bottom as if the entire hierarchy is expanded) | |
| /// Example: sortedGameobjects = unsortedGameobjects.OrderBy(go => new HierarchySortable(go)).ToList(); | |
| /// </summary> | |
| public struct HierarchySortable : IComparable<HierarchySortable> |
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| using UnityEngine; | |
| /// <summary> | |
| /// Provides means to deep-copy a TerrainData object because Unitys' built-in "Instantiate" method | |
| /// will miss some things and the resulting copy still shares data with the original. | |
| /// </summary> | |
| public class TerrainDataCloner | |
| { | |
| /// <summary> | |
| /// Creates a real deep-copy of a TerrainData |
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| def find_non_unwrapped_faces(bm, select = False): | |
| uv_layer = bm.loops.layers.uv.verify() | |
| bm.faces.layers.tex.verify() # currently blender needs both layers. | |
| found = [] | |
| zero = Vector((0,0)) | |
| for f in bm.faces: | |
| totalpos = Vector((0,0)) | |
| for l in f.loops: |
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| # for blender | |
| # resets the radius used by the skin modifier to the desired value | |
| import bpy | |
| import math | |
| def set_all_vertex_skin_radius(obj, radius): | |
| for v in obj.data.skin_vertices: | |
| for d in v.data: | |
| d.radius = (radius,radius) |
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| [CustomEditor(typeof(SomeScript))] | |
| public class SomeScriptInspector : Editor | |
| { | |
| private SomeScript Target; | |
| private MaterialEditor _materialEditor; | |
| private void OnEnable() | |
| { | |
| Target = target as SomeScript; |
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| public static void SetGameObjectIcon(GameObject go, string texturePath) | |
| { | |
| Texture2D texture = AssetDatabase.LoadAssetAtPath<Texture2D>(texturePath); | |
| if (texture == null) | |
| { | |
| Debug.LogError("Couldn't find an icon..."); | |
| return; | |
| } |
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| def export_single_action(context, filepath): | |
| armature = bpy.context.active_object | |
| action = armature.animation_data.action | |
| scene = bpy.context.scene | |
| export_action_internal(context, armature, action, scene, filepath) | |
| def export_all_actions(context, filepath): | |
| start_time = time.clock() |