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	<title>Comments on: Animation Exporter Update (June 2)</title>
	<atom:link href="http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/feed/" rel="self" type="application/rss+xml" />
	<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/</link>
	<description></description>
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	<item>
		<title>By: Maximo</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2513</link>
		<dc:creator>Maximo</dc:creator>
		<pubDate>Fri, 24 Jun 2011 22:04:30 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2513</guid>
		<description>Hi Jacek! I know that long time has passed since you released your blend file, but i was wondering if was possible for you to recode the exporter to be compatible with the new scripting API, since the last working version was 2.49b, deprecated by now. Otherwise i&#039;ll have to keep an installer always handy ;-) no other tool is like blender, i&#039;d cry if i was forced to move on another software ^^</description>
		<content:encoded><![CDATA[<p>Hi Jacek! I know that long time has passed since you released your blend file, but i was wondering if was possible for you to recode the exporter to be compatible with the new scripting API, since the last working version was 2.49b, deprecated by now. Otherwise i&#8217;ll have to keep an installer always handy ;-) no other tool is like blender, i&#8217;d cry if i was forced to move on another software ^^</p>
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	<item>
		<title>By: GG Deezul</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2489</link>
		<dc:creator>GG Deezul</dc:creator>
		<pubDate>Sat, 29 Jan 2011 00:42:52 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2489</guid>
		<description>were can I get help with this exporter... or even how to get Blender animations into SL.... how do people make couple animations that fit togeather??
I have been trying for 1 year and no luck... It seems the only way to make a couple animation (for two people to interact) is to spend thousands of dollars on Poser... I am not that rich, and I was under the impression anyone could create stuff for SL. This file works great for 1 person... but SL is not that isolated, there are many people to interact with, but impossible to make these types of animations. You need tonnes of real life money before you can be sucessfull in SL!!</description>
		<content:encoded><![CDATA[<p>were can I get help with this exporter&#8230; or even how to get Blender animations into SL&#8230;. how do people make couple animations that fit togeather??<br />
I have been trying for 1 year and no luck&#8230; It seems the only way to make a couple animation (for two people to interact) is to spend thousands of dollars on Poser&#8230; I am not that rich, and I was under the impression anyone could create stuff for SL. This file works great for 1 person&#8230; but SL is not that isolated, there are many people to interact with, but impossible to make these types of animations. You need tonnes of real life money before you can be sucessfull in SL!!</p>
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	<item>
		<title>By: Samm Florian</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2434</link>
		<dc:creator>Samm Florian</dc:creator>
		<pubDate>Fri, 03 Dec 2010 01:48:23 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2434</guid>
		<description>Oh, a question if I may: I tried making a dance by having the root spin in a circle, and in Blender it looks great, but in SL the head doesn&#039;t turn with the rest of the body (making for a creepy possessed sort of animation!).  I did set a single keyframe (at frame 1) for neck and skull, and I set the priority to 4 (and no AOs), but it doesn&#039;t seem to matter. Any suggestions?</description>
		<content:encoded><![CDATA[<p>Oh, a question if I may: I tried making a dance by having the root spin in a circle, and in Blender it looks great, but in SL the head doesn&#8217;t turn with the rest of the body (making for a creepy possessed sort of animation!).  I did set a single keyframe (at frame 1) for neck and skull, and I set the priority to 4 (and no AOs), but it doesn&#8217;t seem to matter. Any suggestions?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Samm Florian</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2433</link>
		<dc:creator>Samm Florian</dc:creator>
		<pubDate>Fri, 03 Dec 2010 01:44:53 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2433</guid>
		<description>I adore this exporter; thank you very much for making it.  I wouldn&#039;t be able to make animations without it.</description>
		<content:encoded><![CDATA[<p>I adore this exporter; thank you very much for making it.  I wouldn&#8217;t be able to make animations without it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: lucia</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2426</link>
		<dc:creator>lucia</dc:creator>
		<pubDate>Tue, 09 Nov 2010 15:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2426</guid>
		<description>I can not make a static pose .. when I import in second life moves forward and back .. how do I do?</description>
		<content:encoded><![CDATA[<p>I can not make a static pose .. when I import in second life moves forward and back .. how do I do?</p>
]]></content:encoded>
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	<item>
		<title>By: speedy tedeschi</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2410</link>
		<dc:creator>speedy tedeschi</dc:creator>
		<pubDate>Tue, 05 Oct 2010 23:27:45 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2410</guid>
		<description>OK it keeps saying it cant find python but i have installed it in many different places and still the same can someone please help me where am i meant to install it</description>
		<content:encoded><![CDATA[<p>OK it keeps saying it cant find python but i have installed it in many different places and still the same can someone please help me where am i meant to install it</p>
]]></content:encoded>
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	<item>
		<title>By: Solo Mornington</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2402</link>
		<dc:creator>Solo Mornington</dc:creator>
		<pubDate>Fri, 06 Aug 2010 08:18:14 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2402</guid>
		<description>You know.... github.com is free for open source projects... :-)</description>
		<content:encoded><![CDATA[<p>You know&#8230;. github.com is free for open source projects&#8230; :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ego Essex</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2384</link>
		<dc:creator>Ego Essex</dc:creator>
		<pubDate>Sun, 30 May 2010 11:27:40 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2384</guid>
		<description>Does anybody maintain this script? Please contact me in world if you have added functionality or are maintaining it and would ike to share. Thanks! :)</description>
		<content:encoded><![CDATA[<p>Does anybody maintain this script? Please contact me in world if you have added functionality or are maintaining it and would ike to share. Thanks! :)</p>
]]></content:encoded>
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	<item>
		<title>By: Jim Mahoney</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2278</link>
		<dc:creator>Jim Mahoney</dc:creator>
		<pubDate>Wed, 04 Nov 2009 22:36:07 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2278</guid>
		<description>Ah.

I see a tutorial describing the use of IPO constraints to
answer the previous question, at 
http://blenderunderground.com/forums/viewtopic.php?f=12&amp;t=2179

The interface seems erratic, but I think playing around with this will get me what I want.

Jacek, thanks again for your work.</description>
		<content:encoded><![CDATA[<p>Ah.</p>
<p>I see a tutorial describing the use of IPO constraints to<br />
answer the previous question, at<br />
<a href="http://blenderunderground.com/forums/viewtopic.php?f=12&#038;t=2179" rel="nofollow">http://blenderunderground.com/forums/viewtopic.php?f=12&#038;t=2179</a></p>
<p>The interface seems erratic, but I think playing around with this will get me what I want.</p>
<p>Jacek, thanks again for your work.</p>
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	</item>
	<item>
		<title>By: Jim Mahoney</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2274</link>
		<dc:creator>Jim Mahoney</dc:creator>
		<pubDate>Tue, 03 Nov 2009 15:18:21 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2274</guid>
		<description>I feel like I&#039;m missing something obvious about the IK hand/foot controllers and how their scale is connected to the IK influence
in the rig provided by this script.

I understand how it&#039;s supposed (and usually does) work: changing
the length of the hand/foot controllers sets their influence from
0 to 1, switching between FK and IK on the limbs.  And of course
having these on bones makes it simple to animate FK/IK transitions.

However, I have seen this become corrupted: at times the IK influence
is unaffected by the length of the controller.  I can still go in 
to the button panel and adjust the influence manually, but animation
is then more awkward.  So far I&#039;m unable to fix the problem,
or really understand what causes it; all I can do is go back to a previous save file and try again.  It also means that in that file,
all my actions are now junk since the IK influence is set full on 
in places where I had it turned off.

An example of such a corrupted file is available at http://drop.io/barrachois .

How is the connection between the length of the control bone
and the IK/FK influence set?  I don&#039;t see this in the constraints
on the hand/foot bones.

I&#039;ve looked through the online docs, several printed books, 
and posted a question on blenderartists.org for information
on this topic; so far without success.  I&#039;m using blender 249.2
on Mac OS 10.5.  

Any ideas or suggestions from anyone reading this would 
be appreciated, thanks.</description>
		<content:encoded><![CDATA[<p>I feel like I&#8217;m missing something obvious about the IK hand/foot controllers and how their scale is connected to the IK influence<br />
in the rig provided by this script.</p>
<p>I understand how it&#8217;s supposed (and usually does) work: changing<br />
the length of the hand/foot controllers sets their influence from<br />
0 to 1, switching between FK and IK on the limbs.  And of course<br />
having these on bones makes it simple to animate FK/IK transitions.</p>
<p>However, I have seen this become corrupted: at times the IK influence<br />
is unaffected by the length of the controller.  I can still go in<br />
to the button panel and adjust the influence manually, but animation<br />
is then more awkward.  So far I&#8217;m unable to fix the problem,<br />
or really understand what causes it; all I can do is go back to a previous save file and try again.  It also means that in that file,<br />
all my actions are now junk since the IK influence is set full on<br />
in places where I had it turned off.</p>
<p>An example of such a corrupted file is available at <a href="http://drop.io/barrachois" rel="nofollow">http://drop.io/barrachois</a> .</p>
<p>How is the connection between the length of the control bone<br />
and the IK/FK influence set?  I don&#8217;t see this in the constraints<br />
on the hand/foot bones.</p>
<p>I&#8217;ve looked through the online docs, several printed books,<br />
and posted a question on blenderartists.org for information<br />
on this topic; so far without success.  I&#8217;m using blender 249.2<br />
on Mac OS 10.5.  </p>
<p>Any ideas or suggestions from anyone reading this would<br />
be appreciated, thanks.</p>
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