Convert UVs to SMPL v1 (rectified UV coordinates) Major refactor to split up monolithic__init__.pyfile Changed build/release script Placed data files under Git LFS Added Flake8 linting Tested on Blender 2.92 and 2.93. Refactor, UV transfer, and README updates ...
NotificationsYou must be signed in to change notification settings Fork87 Star51 Files e2f0b41 build docs editor examples src utils compiler exporters blender ctm fbx max obj convert_obj_three.py split_obj.py utf8 externs includes build.bat ...
If you’ve ever had to position something accurately on a UV map you’ll know how much of a pain it can be. So fortunately, in theTexture Coordinatenode you can use the Object outlet to another object (usually an empty) as the source of its coordinates. This uses the reference object...
Note: When doing conversion from txt->VMD, I append a signature string "Nuthouse01" to prove that this file was created by my conversion tool. This does not affect MikuMikuDance, MikuMikuMoving, PMXE, or MMDTools (Blender plugin) from successfully reading the motion. Technically, the VMD ...
This will "invert" a vertex/UV/material/group morph by permanently applying it to the model, then reversing the values inside that morph. (Bone morphs are not supported!) Note that the name of the morph will not be changed, so its name will be the opposite of what it actually does aft...
uv_index = [] normal_index = [] for v in chunks[1:]: vertex = parse_vertex(v) if vertex['v']: vertex_index.append(vertex['v']) if vertex['t']: uv_index.append(vertex['t']) if vertex['n']: normal_index.append(vertex['n']) faces.append(...