Anyone with the MotionBuilder experience,
I want to update bvh file externally (adding motion data into it) and play the result in MotionBuilder. The program has Python scripts, one of which is FileMonitoring.py that is supposed to track changes in a file.
Is it possible to apply FileMonitoring.py script to .bvh file that specifies behaviour of the character?
So far I have tried applying the FileMonitoring to the .bvh file and updating the bvh file externally, but the motion is not updated.
Related
I have a folder with about 750'000 images. Some images will change over time and new images will also be added every now and then. The folder-structure is about 4-5 levels deep with a maximum of 70'000 images per one single folder.
I now want to write a script that can do the following:
Loop through all the files
Check if the file is new (has not yet been converted) or changed since the last conversion
Convert the file from jpg or png to webp if above rules apply
My current solution is a python script that writes the conversion-times into a sqlite database. It works, but is really slow. I also thought about doing it in PowerShell due to better performance (I assume) but had no efficient way of storing the conversion-times.
What language would you recommend? Is there another way to convert jpg to webp without having to exernally call the command cwebp from within my script?
I'm creating my custom binary file extension.
I use the RIFF standard for encoding data. And it seems to work pretty well.
But there are some additional requirements:
Binary files could be large up to 500 MB.
Real-time saving data into the binary file in intervals when data on the application has changed.
Application could run on the browser.
The problem I face is when I want to save data it needs to read everything from memory and rewrite the whole binary file.
This won't be a problem when data is small. But when it's getting larger, the Real-time saving feature seems to be unscalable.
So main requirement of this binary file could be:
Able to partially read the binary file (Cause file is huge)
Able to partially write changed data into the file without rewriting the whole file.
Streaming protocol like .m3u8 is not an option, We can't split it into chunks and point it using separate URLs.
Any guidance on how to design a binary file system that scales in this scenario?
There is an answer from a random user that has been deleted here.
It seems great to me.
You can claim your answer back and I'll delete this one.
He said:
If we design the file to be support addition then we able to add whatever data we want without needing to rewrite the whole file.
This idea gives me a very great starting point.
So I can append more and more changes at the end of the file.
Then obsolete old chunks of data in the middle of the file.
I can then reuse these obsolete data slots later if I want to.
The downside is that I need to clean up the obsolete slot when I have a chance to rewrite the whole file.
I'm writing a program which needs to look at a very large number of files, some of which are very large in size. I'd like to visit a file only once, unless it changes. If it changes I need to revisit it again.
The way I know of to do this is with datestamps. One can look at the modified date to see if it is newer than the last time you looked at the file. Obviously those can be changed programmatically, so I'm wondering if there is a way to determine if a file has changed other than that. (I'm thinking along the lines of a UUID for the file which is changed every time it is modified or an epoch counter, but I'm open to more exotic solutions)
You can monitor changes for these files, assuming you continue to run the whole time. Check the FindFirstChangeNotification API. You can take a look at this project as an example. Sysinternals also has a similar tool, I believe it's implemented in a similar way.
I use a bash script to auto-generate a pdf calendar each month.I use the wonderful remind program as the basis for this routine. Great as are the calendars I get using that program, I need a more detailed header for the calendar (than just the name of the month and the year). I couldn't puzzle out a way to get the remind program to enhance the header, but I was able to get the enhanced results I wanted by creating a second pdf containing the header enhancements I need, then overlaying that pdf onto the calendar I produce with remind, via the pdftk utility (pdftk calendar.pdf stamp calendar_overlay.pdf output MONTH-YEAR-cal.pdf). Unfortunately, I recently lost the ability to use pdftk since keeping it on my system would necessitate me ceasing to do other system updates. In short, I had to remove it in order to continue updating my system.
So now I'm looking for some alternative that I can incorporate into my bash script. I am not finding any utility that will allow me to overlay one pdf with another, like pdftk allows. It seems I may be able to do something like what I'm after using imagemagick (-convert), though I would likely need to overlay the pdf with an image file like a .jpg rather than with a pdf. Another possible solution may be to use TeX/LaTeX to insert text into the pdf as described at https://rsmith.home.xs4all.nl/howto/adding-text-or-graphics-to-a-pdf-file.html.
I wanted to ask here, before investing a lot of time and effort into pursuing one or other of the two potential options I've identified, whether there is some other way, using command line options that can be incorporated into a bash script, of overlaying one pdf with another in the manner described? Input will be appreciated.
LATER EDIT: another link with indications how to do such things using LaTeX https://askubuntu.com/questions/712691/batch-add-header-footer-to-pdf-files
Assuming for simplicity that both of your files are of size 500pt x 200pt,
you can use pdfjam with nup and delta options to trick it into overlaying your source pdf files.
pdfjam bottom.pdf top.pdf --outfile merged.pdf \
--nup "1x2" \
--noautoscale true \
--delta "0 -200pt" \
--papersize "{500pt, 200pt}"
Unfortunately, I've found in my tests that I needed to increase the y delta by one point to get perfect alignment.
pdftk-java is a Java-based port of pdftk which looks to be actively in development. Given that its only real requirement appears to be Java 7+, it should work even in environments such as your own that no longer support the requirements of pdftk, so long as they have a Java runtime installed.
First, full disclosure: I'm very new to coding and very new to file dissecting, but its something I anticipate studying in school very soon, so please pardon my ignorance in future interactions.
As a project I've decided to dissect the files of a mobile app I greatly enjoy. This app is Futurama: Worlds of Tomorrow. I'm a big fan of the cartoon, even spent money on the stuff, so I figured it was natural for me to pick.
Extracting the .apk file was easy, I found some of the assets they use in the game, like the music, the soundbytes, and some .pngs. All simple stuff.
However there are two files I'm absolutely baffled by: files with an .astc.czz extension and an .ita file that is not an italian read me file, the developers informed me that those are animation files.
Allow me to go into what I know and what I don't know:
Filename.astc.czz
Example file here
I recognize .astc as a compression file and was informed that .astc files are common for mobile games. Fair enough, but the real extension is .czz, the "real" extension of the file leads me to dead end. I've found the ASTC Evaluation Codec
by ARM-Software on github so I tried that. I changed the extension to .astc and then tried keeping .czz but the codec gives me an error every time. This is where I show my ignorance, I didn't know the right way to do this so I'm showing you every combination of what I tried. I replaced my name with user.
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.tga
File C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc not recognized
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d AC0001-dialogue1-003#2x.astc AC0001-dialogue1-003#2x.tga
File AC0001-dialogue1-003#2x.astc not recognized
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc.czz C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.tga
Failed to open file C:\Users\user\Downloads\astc-encoder-master\Binary\Win32\AC0001-dialogue1-003#2x.astc.czz
C:\Users\user\Downloads\astc-encoder-master\Binary\Win32
λ astcenc -d AC0001-dialogue1-003#2x.astc.czz AC0001-dialogue1-003#2x.tga
Failed to open file AC0001-dialogue1-003#2x.astc.czz
No success there.
So then I learned that .CZZ files are apparently associated with visECAD Viewer and I downloaded that and the .astc.czz files became associated with the program. I tried opening them but visECAD says it cant open them because they are "outdated." So that's another dead end.
Right, so that's all I know.
Filename.ita
Example file here
Out of curiosity I've actually emailed the developers about this file (and the astc ones too) and they said those are the animation of the game. They couldn't send me a viewer, which is perfectly fine, but I don't even know what .ita files are associated with that aren't italian read me's. Any insight would be appreciated, the animations are great and I would love to see them.
For full disclosure here are snippets of what the developers sent me:
Those strange file types are actually compressed files (like
".astc.ccz"). Different devices use different compression methods, so
we support many types to maintain low storage and memory usage. Some
devices don't use compression and just use .png versions of the same
file names.
The .lta files are the game's animations. I wish I could help you out
with viewing them, but there's no way for me to send you a viewer. :(
Well that's all folks, sorry it was so long, and thank you so much in advance. I'm grateful already!
I realise this is a few months old, but in case you're still interested, I've just cracked it. Basically, it's a compressed texture, the ccz part being the compression, and the astc being the texture format. I managed to decompress the file using QuickBMS (http://aluigi.altervista.org/quickbms.htm), using the following script for ccz files (copy the following into a txt file):
endian big
comtype zlib_dynamic
get ZSIZE asize
math ZSIZE - 0x10
get NAME basename
idstring "\x43\x43\x5a\x21"
goto 0xc
get SIZE long
clog NAME 0x10 ZSIZE SIZE
On running QuickBMS, it will first ask for a script, upon which point it to your new txt file. Then it will ask for the file you want to decompress, point it at your ccz file. Then it will ask where you want to save your astc file.
Now you will need a program that can open astc files! I used this one, Noesis: http://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91
Find your astc file (the interface is quite straightforward), then from there you can double click the file to open it, then right-click and export to a variety of formats. For proof of concept, here is the extracted pf0001-action5-001#4xout (PF being Philip Fry I assume). https://www.dropbox.com/s/t2l3mesi2psbd1p/pf0001-action5-001%404xout.png?dl=0
Both programs allow for batch processing as well, so you should have everything you need! However, the lta files are skeletal animation I believe, so unfortunately the character animations are all in pieces. However, I'm looking into that next. Hope this helps!
EDIT: The above information is useful for your specific query, i.e. decompressing and reading the contents of those files. HOWEVER, if your end goal is to view the assets of the game, it's worth knowing that many of the assets are only downloaded AFTER the game is run, so looking in the "com.tinyco.futurama" on your Android voice will show all kinds of assets not present in the apk file. Many of them will be ready-extracted as well, being made ready for gameplay, so I would highly recommend copying the contents of this folder periodically. I think it re-compresses unused assets as well, so I would copy out the ccz files also, then either way you should reap the maximum benefits.