This Tutorial is an introduction to how to get clothes or other parts from my VRM Model that is made from VRoid Studio and has been modified in Blender 2.8 to use with other models using Blender 2.8
- A normal modes analysis was performed on a finite element model of a clamping set to determine its vibration mode shapes. The model was imported into HyperMesh and material properties and constraints were applied.
- An eigenvalue extraction was specified to calculate the first 6 modes. The results were viewed in HyperView and showed the component deforming in different patterns for each mode.
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2. The first part created is the main bridge using features like revolved boss, cut extrusions, and circular patterns.
3. Holes are added to the bridge part using a hole wizard to add metric threads.
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2. Establish critical parameters in the skeleton part and link them to a spreadsheet for input control.
3. Derive new part files from the skeleton sketches to create assembly components. The components will be grounded at the assembly origin.
4. Assemble the derived components in a new assembly file. Changes to the skeleton sketches will update all derived components.
- A normal modes analysis was performed on a finite element model of a clamping set to determine its vibration mode shapes. The model was imported into HyperMesh and material properties and constraints were applied.
- An eigenvalue extraction was specified to calculate the first 6 modes. The results were viewed in HyperView and showed the component deforming in different patterns for each mode.
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1. The document is a tutorial for creating a bearing puller in SolidWorks that consists of three parts.
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3. Holes are added to the bridge part using a hole wizard to add metric threads.
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[CrossUI Front-End Builder enables developers to Create Responsive HTML5 Apps Without Coding. Prototype, develop and package the exactly same code into Web Apps, Native Desktop Apps, as well as Mobile Apps. Not only prototypes but live front-end that interacts with back-end web services, with no coding]
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This document provides instructions for using skeleton modeling in Autodesk Inventor. Skeleton modeling allows for centralized design criteria and top-down assembly design. The key steps are:
1. Create a master skeleton part file containing layout sketches that reflect the positions of assembly components.
2. Establish critical parameters in the skeleton part and link them to a spreadsheet for input control.
3. Derive new part files from the skeleton sketches to create assembly components. The components will be grounded at the assembly origin.
4. Assemble the derived components in a new assembly file. Changes to the skeleton sketches will update all derived components.
To convert a part into a saveable instance in an e4 application: 1) Declare the @Inject Modifiable dirty field at the class level of the view acting as the saveable part. 2) Add a method annotated with @Persist to contain save logic and reset the dirty flag. 3) On editor events, call dirty.setDirty(true) to mark the part dirty so it knows to save. Running the code will produce the desired output of a saveable part.
(Module: Modules as requirement specifications)
At the end of this lab you will be able to:
► Create a new module
► Create new artifacts inside a module
► Hierarchically organize artifacts within a module
► Create a module template
► Remove an artifact from a module
► Create a module from a template
Given
► Automated Meter Reader (Water) project (AMR)
Description
► In this lab, you create a template for a vision document that the team will use. The team already created templates for a hardware requirements specification and a software requirements specification.
Exercise tasks
In this exercise, you complete these tasks:
► Task 1: Create a module artifact
► Task 2: Add new artifacts to the vision document and create sections
► Task 3: Organize artifacts hierarchically by using promote and demote
► Task 4: Move sections within the module
► Task 5: Remove and delete a new artifact
► Task 6: Create a template
► Task 7: Locate the base artifacts
► Task 8: Create a module from a template
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Import from an Excel Sheet the vertex coordinates for a set of 2D polylines or 3D polylines (you can choose between 3 different methods). You can also import a set of points from Excel or a set of Texts with an insertion point for each one.
Extract all block definitions of a drawing in individual AutoCAD files (each block definition in a single file).
Sum the area or length property of a set of objects. Sum accumulated distance of a user defined walk in the drawing.
Draw the longitudinal profile of a set of entities from a user defined axis. Triangulate a set of points or mesh a model surface.
Take measurements on AutoCAD for construction project budgets.
Create, open or save different libraries, which contain a series of AutoCAD drawings (*.dxf or *.dwg) organized by books.
http://innersoft.itspanish.org/en/index.htm
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This document provides an overview of running code in the Android software stack. It discusses the various programming languages and mechanisms used, including Java, C/C++, and scripting languages. It also covers starting applications, system services, libraries, and more. The overall goal is to explain how to develop and integrate code at all levels of the Android operating system.
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To convert a part into a saveable instance in an e4 application: 1) Declare the @Inject Modifiable dirty field at the class level of the view acting as the saveable part. 2) Add a method annotated with @Persist to contain save logic and reset the dirty flag. 3) On editor events, call dirty.setDirty(true) to mark the part dirty so it knows to save. Running the code will produce the desired output of a saveable part.
(Module: Modules as requirement specifications)
At the end of this lab you will be able to:
► Create a new module
► Create new artifacts inside a module
► Hierarchically organize artifacts within a module
► Create a module template
► Remove an artifact from a module
► Create a module from a template
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► Automated Meter Reader (Water) project (AMR)
Description
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Export to an Excel Sheet the values of Area/Length property or coordinates for various AutoCAD entities.
Import from an Excel Sheet the vertex coordinates for a set of 2D polylines or 3D polylines (you can choose between 3 different methods). You can also import a set of points from Excel or a set of Texts with an insertion point for each one.
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VRM&Blender2.8: VRoid Studio mesh transfer between models
1. This Tutorial is an introduction to how to get clothes or other parts from my VRM Model
that is made from VRoid Studio and has been modified in Blender 2.8 to use with other
models using Blender 2.8
2. - This tutorial is a guide with illustrations as for other basic knowledge in
Blender 2.8, It will not show here.
- I'm not a professional or a creator in the industry, so I can only recommend at
a basic level.
- Please check other VRM Model licenses you use. Because I teach how to
use it with my VRM Model.
- Use VRM Model from latest version for VRoid Studio
- You can download VRM Importer plugin here.
https://github.com/iCyP/VRM_IMPORTER_for_Blender2_8/releases
- I'm not good at English ;)
3. 1. Download the model file here.
https://hub.vroid.com/characters/6695467685175194310/models/2420488947411320757
Check the license to make sure alterations is allowed.
4. 2. In Object mode, select the body part of the model, then change to Edit mode.
5. 3. Right click on the workspace, select Separate -> By Material.
6. 4. The mesh will be separated according to the material and then return to the object mode.
7. 5. Select the mesh that you want to use. Then choose to modifier and delete the referenced skeleton
8. 6. Use the shift key to select all the desired mesh and copy
9. 7. Create a new project and import your model. Then follow steps 2 and 3 with your model. In order to separate the mesh
10. 8. Paste the copied model, then choose Modifier to set the skeleton back to each mesh that was copied.
11. 9. Adjust the size of the mesh part that is copied to fit the body. For the breasts I used the sculpt tool.
12. 10. Don't forget to apply all transform if there is a mesh adjustment
13. 11. Use the shift key to select the separated and added meshes and join the mesh (Ctrl + J).
14. 12. Select the mesh of all models except inactive and export.
Make sure the custom properties of the context mesh are not "undefined".
15. 13. I tested it in the VRM Live Viewer. The thumbnail is still incorrect (I don't know how to fix it in the blender). I recommend
editing in Unity.
16. 14. The exported model when imported into Unity. Most of the properties of Materials are wrong (Transparent ->
TransparentWithZWrite). I don't know if this is the VRM Importer itself or the UniVRM that has the problem.