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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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		<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>
	</item>
	<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&amp;t=2179" rel="nofollow">http://blenderunderground.com/forums/viewtopic.php?f=12&amp;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>
]]></content:encoded>
	</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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	</item>
	<item>
		<title>By: Blender Neophite</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-2224</link>
		<dc:creator>Blender Neophite</dc:creator>
		<pubDate>Wed, 23 Sep 2009 00:22:55 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-2224</guid>
		<description>I&#039;m a beginner with blender, I&#039;ve used it to make some simple sculpty works and I&#039;ll be damned if I understand procedural textures.. but I try..

Is it possible to move the relative joint positions for frame 1 and effectively create a deformer.. I&#039;m looking to make some gestures for deformer based avatars, but blender is hating me right now.. (Its a mutual thing)</description>
		<content:encoded><![CDATA[<p>I&#8217;m a beginner with blender, I&#8217;ve used it to make some simple sculpty works and I&#8217;ll be damned if I understand procedural textures.. but I try..</p>
<p>Is it possible to move the relative joint positions for frame 1 and effectively create a deformer.. I&#8217;m looking to make some gestures for deformer based avatars, but blender is hating me right now.. (Its a mutual thing)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jim Mahoney</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1949</link>
		<dc:creator>Jim Mahoney</dc:creator>
		<pubDate>Sat, 15 Aug 2009 16:38:53 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1949</guid>
		<description>Just wanted to thank you for this - nice work, and very helpful.

I&#039;ve been exploring animation, blender, second life, and all that; a first short project that used your exporter is described &lt;a href=&quot;http://jimmahoney.posterous.com/tossing-a-ball-in-second-life&quot; rel=&quot;nofollow&quot;&gt;this post&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>Just wanted to thank you for this &#8211; nice work, and very helpful.</p>
<p>I&#8217;ve been exploring animation, blender, second life, and all that; a first short project that used your exporter is described <a href="http://jimmahoney.posterous.com/tossing-a-ball-in-second-life" rel="nofollow">this post</a>.</p>
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	</item>
	<item>
		<title>By: Daniel Gottlieb</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1691</link>
		<dc:creator>Daniel Gottlieb</dc:creator>
		<pubDate>Tue, 26 May 2009 13:59:51 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1691</guid>
		<description>Hey, Jacek! The exporter is my cruse-control for work in SL animations, however, I&#039;d like to completely cut Qavimator from my tool-belt, but there is a feature it can do which I haven&#039;t been able to find blender able to do yet. I can double click on a limb of the armature in Qavimator, it will turn blue (to show this is in effect) and when you move the rest of the body, the limb will do its best to stay in the place you put it. Do you know if blender can do something similar?

The exporter is handy, I mirror a few other comments and would hope by some miracle of modern science that the exporter continues its wonderful evolution and may include a BVH importer, but if there is a way I can do the above, I&#039;d be a happy dude!</description>
		<content:encoded><![CDATA[<p>Hey, Jacek! The exporter is my cruse-control for work in SL animations, however, I&#8217;d like to completely cut Qavimator from my tool-belt, but there is a feature it can do which I haven&#8217;t been able to find blender able to do yet. I can double click on a limb of the armature in Qavimator, it will turn blue (to show this is in effect) and when you move the rest of the body, the limb will do its best to stay in the place you put it. Do you know if blender can do something similar?</p>
<p>The exporter is handy, I mirror a few other comments and would hope by some miracle of modern science that the exporter continues its wonderful evolution and may include a BVH importer, but if there is a way I can do the above, I&#8217;d be a happy dude!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jacek Antonelli</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1612</link>
		<dc:creator>Jacek Antonelli</dc:creator>
		<pubDate>Thu, 01 Jan 2009 00:03:09 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1612</guid>
		<description>Alas, I didn&#039;t program in any way to import a BVH file onto the SL armature. It would definitely be useful, I just didn&#039;t get around to it.</description>
		<content:encoded><![CDATA[<p>Alas, I didn&#8217;t program in any way to import a BVH file onto the SL armature. It would definitely be useful, I just didn&#8217;t get around to it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Nathalie Rozenberg</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1610</link>
		<dc:creator>Nathalie Rozenberg</dc:creator>
		<pubDate>Sun, 28 Dec 2008 17:14:15 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1610</guid>
		<description>I`ve got the same problem. 

How is it possible to import a BVH-File (BVH-Animation) into Blender? If i just go to Import and want to import one, Blender is creating a new &quot;Blender-Armature&quot;.
But how to use the animation in the SL-Armature so i can export it later?</description>
		<content:encoded><![CDATA[<p>I`ve got the same problem. </p>
<p>How is it possible to import a BVH-File (BVH-Animation) into Blender? If i just go to Import and want to import one, Blender is creating a new &#8220;Blender-Armature&#8221;.<br />
But how to use the animation in the SL-Armature so i can export it later?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Abyssin</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1200</link>
		<dc:creator>Abyssin</dc:creator>
		<pubDate>Sat, 28 Jun 2008 20:01:46 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1200</guid>
		<description>This looks really nice, and after a quick play it looks like it could be really useful.
I have really only one major question (and it is really a blender one...).  How do I attach an imported BVH to this?

P.S.  I assume that like most things in blender, it is just one simple step that I have missed, like today (after months of trying), I found out why all of my reflection/refraction materials had artifacts/problems... because I had not *completely* encased them inside an object, it seems that if there is light that can escape (not too sure exactly what that means), there are issues (bad patches, holes, strange jagged lines, etc).  I put a &quot;sky&quot; sphere around close to the objects, and the problems I had disappeared.</description>
		<content:encoded><![CDATA[<p>This looks really nice, and after a quick play it looks like it could be really useful.<br />
I have really only one major question (and it is really a blender one&#8230;).  How do I attach an imported BVH to this?</p>
<p>P.S.  I assume that like most things in blender, it is just one simple step that I have missed, like today (after months of trying), I found out why all of my reflection/refraction materials had artifacts/problems&#8230; because I had not *completely* encased them inside an object, it seems that if there is light that can escape (not too sure exactly what that means), there are issues (bad patches, holes, strange jagged lines, etc).  I put a &#8220;sky&#8221; sphere around close to the objects, and the problems I had disappeared.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alidar</title>
		<link>http://tentacolor.com/2008/06/02/animation-exporter-update-june-2/comment-page-1/#comment-1140</link>
		<dc:creator>Alidar</dc:creator>
		<pubDate>Mon, 02 Jun 2008 22:01:22 +0000</pubDate>
		<guid isPermaLink="false">http://tentacolor.com/?p=300#comment-1140</guid>
		<description></description>
		<content:encoded><![CDATA[<p>P.S. I still deny that I’m maintaining this thing, despite all evidence. :P</p>
<p>I don&#8217;t buy it for a second.</p>
]]></content:encoded>
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