Results: The experimental results demonstrate that the proposed algorithm effectively predicts the smart grid financial market's time series, achieving high prediction accuracy and stability. The resulting singular value spectrum matrices serve as input to a bidirectional long short-term memory (BiLSTM) neural network, which learns the feature representation and prediction model of the smart grid financial market through forward propagation and backpropagation. Methods: The proposed algorithm employs the variational mode decomposition (VMD) method to decompose and reduce the dimensionality of historical data, followed by singular spectrum analysis (SSA) to perform singular spectrum analysis on each intrinsic mode function component. The algorithm aims to extract useful information from power grid signals to improve the timing prediction accuracy and meet the needs of sustainable innovation management. Introduction: This paper proposes a deep learning algorithm based on the VMD-SSA-BiLSTM model for time series forecasting in the smart grid financial market. 3School of Economics and Management, Hubei Institute of Automobile Technology, Shiyan, China.2School of Management, Wuhan University of Technology, Wuhan, China.Once imported, you’ll notice that the Rigid Bodies/Joints are now visible (whatever they were again)įind all of them, select them, and delete them.Chengran Yin 1 Guangming Wang 2* Jiacheng Liao 3 Go to the plugins tab and hit ‘Avatar Importer’ Open studio and whatever game/place you’d like. Usually, it stops responding for around 2 seconds on a fast pc, and about 10 on a fairly new laptop. blend file so you can revisit it in case you need to change something.ĭepending on how powerful your computer is, blender may or may not stop responding. It’s also recommended to save your project as a. Be sure to name it something different so you don’t get it mixed up with the old file. In order to fix this, exit edit mode by pressing ‘TAB’ once again.Įxport your file once again as a fbx.You’ll now notice that the hair is separated from the head, and possibly the eye.This’ll split your mesh based on materials, you will now have different meshes with a material each, INSTEAD of multiple materials in 1 mesh, this allows you to not need to bake the textures and spend time. Hit ‘TAB’, you’ll enter into edit mode.You can also search for it if you can’t find it. Select the mesh, it should have a upside down triangle icon. Select a material from the materials panelĮdit the materials roughness and change it to 1. In that scenario, follow the steps below: There’s a very large chance that your surface is really shiny/glossy right now. If you head over to viewport shading, you’ll see that the textures are in place. (NOTE: this is only the case in certain scenarios) You may notice that your eye texture is gone! When you assign the face texture to the eye material, it doesn’t show! Don’t worry! Your texture for the eye is part of your hair texture instead. Repeat above steps to assign texture images to all materials Simply hit the minus sign when you select a texture, and remove all the extra ones. If your model has a lot of arbitrary materials for hands, gloves, shirt, pants, etc, but the texture is the same, DO NOT manually import them all. Press the small circle next to BaseColor and select Image Texture. The surface property should be selected to ‘PrincipledBSDF’ If you hit render right now, you’ll notice that all the textures are now white. IMPORTANT: To minimize effort, you can click, hold and drag over multiple eye icons, making them all non-visible.Īlso you will notice the bones are visible, to hide them, got to ‘_arm’ and click the eye. You can hide them by clicking on the eye. Now you’ll notice that the joints and rigid bodies are visible. If you did not delete your previous light and camera before exporting, you will have to delete them. You can also hit undo and revert it to the default scene. Save it wherever you like, just remember where. Hit ‘X’ next to the texture if there is one.įind the location of the texture and select it The surface property should be selected to MMDShaderDev, expand BaseTex Select a material that is missing (or pink) Open the materials tab, it should be right above the checkerboard icon on the right properties panel Select the mesh, it should have a little upside down triangle icon In that scenario, expand the following section There’s a chance that your model will not have the textures assigned, Go to viewport shading to ensure all the textures are there and not missing.
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