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| #!/usr/bin/env python3 | |
| # -*- coding: utf-8 -*- | |
| """onebot.py | |
| OneBot v11 ↔ Clawdbot Gateway bridge + OpenAI-compatible HTTP endpoint. | |
| What it does | |
| - Connects to OneBot v11 forward WebSocket (NapCat / go-cqhttp / LLOneBot etc.) | |
| - For incoming QQ messages (group/private), forwards content to Clawdbot Gateway |
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| from PySide import QtCore, QtGui | |
| from shiboken import wrapInstance | |
| import maya.OpenMayaUI as omui | |
| from functools import partial | |
| import pymel.core as pm | |
| def maya_main_window(): | |
| main_window_ptr = omui.MQtUtil.mainWindow() | |
| return wrapInstance(long(main_window_ptr), QtGui.QWidget) |
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| // Website you intended to retrieve for users. | |
| const upstream = 'api.openai.com' | |
| // Custom pathname for the upstream website. | |
| const upstream_path = '/' | |
| // Website you intended to retrieve for users using mobile devices. | |
| const upstream_mobile = upstream | |
| // Countries and regions where you wish to suspend your service. |
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| # Perforce File Type Mapping Specifications. | |
| # | |
| # TypeMap: a list of filetype mappings; one per line. | |
| # Each line has two elements: | |
| # | |
| # Filetype: The filetype to use on 'p4 add'. | |
| # | |
| # Path: File pattern which will use this filetype. | |
| # | |
| # See 'p4 help typemap' for more information. |
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| import unreal | |
| # シーケンサーを取得 | |
| LevelSequence = unreal.find_asset('/Game/Sequence/testSeq') | |
| # Camera Cuts等以外のトラックはbindingsと呼ばれる | |
| bindings = LevelSequence.get_bindings() | |
| for b in bindings: | |
| if b.get_display_name() == 'CubeTest': |
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| #include "UnityWindow.h" | |
| #include <QApplication> | |
| #include <QResizeEvent> | |
| #include <QShowEvent> | |
| #include <QHideEvent> | |
| #include <QFocusEvent> | |
| #include <QMouseEvent> | |
| #include <QFileInfo> | |
| #include <QProcess> |
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| import pymel.core as pm | |
| ''' | |
| An Autodesk Maya PyMEL script that calculates a pole vector position | |
| based on 3 input PyNode objects. example: leg, knee, ankle bones. | |
| Chris Lesage chris@rigmarolestudio.com | |
| ''' | |
| def calculate_pole_vector(p1, p2, p3, poleDistance=1): | |
| """ |
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| """Rigbits eye rigger tool""" | |
| """ | |
| This is an alternative eye_rigger for mGear 3.2 | |
| I eventually want to submit this as a PR, but I haven't fully tested it yet. | |
| It adds march_vertex() which helps discover the upper and lower edgeloops in the eye. | |
| This can help fix issues on the right side of the rig, where the eye can take weird shapes. | |
| It can also make the eye rig more stable on characters where the eye is at a tilted angle. | |
| Chris Lesage February 2020 |
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| #---------Reconstruct Subdiv Script for Maya---------- | |
| #Script by - Kanishk Chouhan | |
| #Email - kanishk2391@gmail.com | |
| #Blog - www.pixel-architect.blogspot.com | |
| #Description - | |
| #This script allows u to reverse the result of smooth operation in maya after deleting the history | |
| #It also preserves the original UV of the mesh | |
| #Select the mesh u want to unsmooth and execute the script | |
| #Script might take some time to execute depending on the polycount... |
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| """ | |
| External Maya Client | |
| This can be run outside of Maya | |
| Use in idle or an IDE that can accept input. | |
| """ | |
| import socket | |
| import logging |
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