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Fix linting
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sfmig committed Jul 17, 2024
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6 changes: 3 additions & 3 deletions README.md
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Expand Up @@ -17,7 +17,7 @@ The next steps would be to define a virtual camera that looks to the particle sy
The idea is that using Blender's passes we can easily generate synthetic training data for segmentation, optic flow estimation or tracking (but we didn't get that far).

## Data
The script expects a bug mesh called `Eleodes_spec_cleaned.fbx` to located at a `data` directory, two-levels up from this file.
The script expects a bug mesh called `Eleodes_spec_cleaned.fbx` to located at a `data` directory, two-levels up from this file.

This mesh can be downloaded from [this link](https://drive.google.com/file/d/1E4XHMiHWTNKg5Kj-i_5Dfha8AeP1qZ9R/view?usp=drive_link)

Expand All @@ -28,5 +28,5 @@ The data comes from this cool paper:
This project was done in collaboration with @K-Meech, @ruaridhg and @WhoIsJack, thanks for all the great contributions!

## Inspo
- This very cool piece of work https://github.com/evo-biomech/replicAnt
- Some snippets from https://github.com/sfmig/hawk-eyes
- This very cool piece of work https://github.com/evo-biomech/replicAnt
- Some snippets from https://github.com/sfmig/hawk-eyes
7 changes: 1 addition & 6 deletions biig_ants/main.py
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Expand Up @@ -167,10 +167,6 @@ def main():
with bpy.context.temp_override(context="PHYSICS"):
bpy.ops.object.modifier_add(type="COLLISION")

# settings = bpy.data.particles["ParticleSettings"]
# with bpy.context.temp_override(particle_settings=settings):
# bpy.data.particles["ParticleSettings"].rules["Follow Leader"].object = bpy.data.objects["Sphere"]

###########################
# Make boids be insects
###########################
Expand All @@ -185,7 +181,7 @@ def main():
0.0,
math.pi,
-math.pi / 2,
]
]

with bpy.context.temp_override(context="PARTICLES"):
bpy.data.particles["ParticleSettings"].render_type = "OBJECT"
Expand All @@ -194,7 +190,6 @@ def main():
].instance_object = bpy.data.objects["Eleodes_spec"]
bpy.data.particles["ParticleSettings"].use_rotation_instance = True


# Set up camera

# Define render settings
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