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@HaleyHalcyon
HaleyHalcyon / ___SHASAVISTIC.md
Last active November 12, 2026 06:36
シャサフ式音楽理論の備忘録

Shasavistic Music Theory reference guide for Western diatonic music

西洋音楽のためのシャサフ的音楽理論(純正律)の覚書

@k16shikano
k16shikano / SKILL.md
Last active November 12, 2026 22:52
japanese-tech-writing/SKILL
name japanese-tech-writing
description 日本語の技術文書・書籍原稿の文章規範。段落と論証の構成(パラグラフライティング)、論証の厳密さ(ツッコミどころの除去)、読み手の負荷の管理、視点と語り、演出の抑制、LLM っぽい空句の禁止、翻訳調の比喩と擬人化の禁止(「運ぶ」「効く」「開かれた問い」など)、冗長の排除を定める。日本語で技術書の章、草稿、記事、解説文を書くとき、または推敲・リライトするときに使用する。
license Unlicense(https://gist.github.com/k16shikano/67625f2a7d96e3bbdfae8d571a936063)

日本語技術文書の文章規範

日本語で技術的な原稿(書籍の章、記事、解説文)を書く・推敲するときは、以下の規範に従う。

@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 January 17, 2026 00:17
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 July 14, 2026 06:42
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 August 17, 2026 10:52
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)