def face_drone(): s2 = lookat.LookAt(BISMARK, GUNNER) s2.set_target_pmx(DRONE_MODEL) s2.set_target_vmd(DRONE_MOTION) s2.set_target_bone('センター') s2.set_additional_frames([350, 1250]) s2.set_frame_ranges([SEQ2_RANGE]) return s2.look_at()
def face_camera(): s1 = lookat.LookAt(BISMARK, GUNNER) s1.set_target_vmd(CAMERA) s1.set_constraint('両目', [(20, 30, 0), (0.1, 0.1, 0)]) s1.set_additional_frames([120]) s1.set_frame_ranges([SEQ1_RANGE, (1251, 1350)]) frames = s1.look_at() return frames
def trace_camera(args): l = lookat.LookAt(args.from_pmx, args.from_vmd) l.set_target_vmd(args.cam_vmd) if args.omega: omega = math.radians(float(args.omega)) l.set_omega_limit(omega) set_common_options(args, l) heading_frames = l.look_at() vmdout = vmdutil.Vmdio() vmdout.set_frames('bones', heading_frames) vmdout.store(args.outfile) return
def __init__(self, name="GLSpotLight", parent=None, enabled=True, intensity=1.0, ambient=None, diffuse=None, specular=None, constant_attenuation=1.0, linear_attenuation=0.0, quadratic_attenuation=0.0, exponent=0.0, cutoff=45.0, target=vec3(0, 0, 0), cast_shadow=False, auto_insert=True, **params): _initWorldObject(self, baseClass=_core.GLSpotLight, name=name, parent=parent, auto_insert=auto_insert, **params) target = vec3(target) # Target self.target_slot = Vec3Slot(target) self.addSlot("target", self.target_slot) self.enabled = enabled self.intensity = intensity if ambient != None: self.ambient = vec3(ambient) if diffuse != None: self.diffuse = vec3(diffuse) if specular != None: self.specular = vec3(specular) self.constant_attenuation = constant_attenuation self.linear_attenuation = linear_attenuation self.quadratic_attenuation = quadratic_attenuation self.exponent = exponent self.cutoff = cutoff self.cast_shadow = cast_shadow # Create the internal LookAt component self._lookat = lookat.LookAt() self._lookat.name = "GLTargetSpot_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot)
def trace_model(args): l = lookat.LookAt(args.from_pmx, args.from_vmd) l.set_target_pmx(args.to_pmx) l.set_target_vmd(args.to_vmd) if args.target_bone: target_bone = args.target_bone l.set_target_bone(target_bone) trace_camera.set_common_options(args, l) heading_frames = l.look_at() vmdout = vmdutil.Vmdio() vmdout.set_frames('bones', heading_frames) vmdout.store(args.outfile) return
def __init__(self, name = "TargetCamera", fov = 45.0, target = vec3(0,0,0), roll = 0.0, up = None, fstop = 0, focallength = 0, **params): camerabase.CameraBase.__init__(self, name=name, **params) target = vec3(target) # FOV self.fov_slot = slots.DoubleSlot(fov) self.addSlot("fov", self.fov_slot) # Target self.target_slot = slots.Vec3Slot(target) self.addSlot("target", self.target_slot) # Roll self.roll_slot = slots.DoubleSlot(roll) self.addSlot("roll", self.roll_slot) # Up self.up_slot = slots.Vec3Slot() self.addSlot("up", self.up_slot) if up==None: self.up_slot.setValue(getScene().up) else: self.up_slot.setValue(vec3(up)) self._lookat = lookat.LookAt() self._lookat.name = "TargetCamera_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot) self.roll_slot.connect(self._lookat.roll_slot) self.up_slot.connect(self._lookat.up_slot) # fstop self.fstop_slot = slots.DoubleSlot(fstop) self.addSlot("fstop", self.fstop_slot) # focal length self.focallength_slot = slots.DoubleSlot(focallength) self.addSlot("focallength", self.focallength_slot)
def __init__(self, name="GLDistantLight", parent=None, enabled=True, intensity=1.0, ambient=None, diffuse=None, specular=None, target=vec3(0,0,0), cast_shadow = False, auto_insert=True, **params ): exec _preInitWorldObject _core.GLDistantLight.__init__(self, name) _initWorldObject(self, name=name, parent=parent, auto_insert=auto_insert, **params) target = vec3(target) # Target self.target_slot = Vec3Slot(target) self.addSlot("target", self.target_slot) self.enabled = enabled self.intensity = intensity if ambient!=None: self.ambient = vec3(ambient) if diffuse!=None: self.diffuse = vec3(diffuse) if specular!=None: self.specular = vec3(specular) self.cast_shadow = cast_shadow # Create the internal LookAt component self._lookat = lookat.LookAt() self._lookat.name = "GLTargetDistant_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot)
def __init__( self, name="SpotLight3DS", enabled=True, # off intensity=1.0, # multiplier see_cone=False, roll=0.0, outer_range=0, inner_range=0, attenuation=0, rectangular_spot=0, shadowed=False, shadow_bias=0, shadow_filter=4.0, shadow_size=256, spot_aspect=0, use_projector=False, projector=0, overshoot=False, ray_shadows=False, ray_bias=False, hotspot=43, falloff=45, color=(1, 1, 1), target=vec3(0, 0, 0), # spot # transform = None, # pos = None, rot = None, scale = None, # pivot= None, # offsetTransform = None, # auto_insert=True, **params): LightSource.__init__(self, name=name, **params) target = vec3(target) # Target self.target_slot = Vec3Slot(target) self.addSlot("target", self.target_slot) self.enabled = enabled self.intensity = intensity self.attenuation = attenuation self.attenuation = attenuation self.inner_range = inner_range self.outer_range = outer_range self.falloff = falloff self.hotspot = hotspot self.overshoot = overshoot self.color = color self.shadowed = shadowed self.cast_shadow = shadowed self.shadow_filter = shadow_filter self.shadow_bias = shadow_bias self.shadow_size = shadow_size # Create the internal LookAt component self._lookat = lookat.LookAt() self._lookat.name = "SpotLight3DS_LookAt" self._lookat.output_slot.connect(self.rot_slot) self.pos_slot.connect(self._lookat.pos_slot) self.target_slot.connect(self._lookat.target_slot)