<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: In the summertime</title>
	<atom:link href="http://www.wunderboy.org/blog/220/feed" rel="self" type="application/rss+xml" />
	<link>http://www.wunderboy.org/blog/220</link>
	<description>- game modding for gentle folk</description>
	<lastBuildDate>Thu, 01 Sep 2011 17:25:26 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: hiro protagonist</title>
		<link>http://www.wunderboy.org/blog/220/comment-page-1#comment-762</link>
		<dc:creator>hiro protagonist</dc:creator>
		<pubDate>Sun, 31 Aug 2008 06:53:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=220#comment-762</guid>
		<description>So by saying it will &#039;import bones&#039; does that mean that it will create a proper biped skeleton for the imported models?  If so this is a MAJOR improvement over the current smd import plugins that are available - and kudo&#039;s to you for that!  Can&#039;t wait until you get it released.

One other minor note about Mesh importing - the current importer &#039;works&#039; in theory, but the resulting mesh doesn&#039;t end up properly welded - it&#039;s just a bunch of seperate polygon&#039;s - so things like smoothing &amp; the like end up screwed up after import.  Sure it&#039;s a one-button thing to weld the verts, but this can change the model potentially (unless you are very careful with how accurate you want the weld to be) - it would be much better to simply weld them during the import (in an ideal situation).

Anyways, like I said before - can&#039;t wait to see the updated importer!  Thanx in advance for your hard work.</description>
		<content:encoded><![CDATA[<p>So by saying it will &#8216;import bones&#8217; does that mean that it will create a proper biped skeleton for the imported models?  If so this is a MAJOR improvement over the current smd import plugins that are available &#8211; and kudo&#8217;s to you for that!  Can&#8217;t wait until you get it released.</p>
<p>One other minor note about Mesh importing &#8211; the current importer &#8216;works&#8217; in theory, but the resulting mesh doesn&#8217;t end up properly welded &#8211; it&#8217;s just a bunch of seperate polygon&#8217;s &#8211; so things like smoothing &amp; the like end up screwed up after import.  Sure it&#8217;s a one-button thing to weld the verts, but this can change the model potentially (unless you are very careful with how accurate you want the weld to be) &#8211; it would be much better to simply weld them during the import (in an ideal situation).</p>
<p>Anyways, like I said before &#8211; can&#8217;t wait to see the updated importer!  Thanx in advance for your hard work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jed</title>
		<link>http://www.wunderboy.org/blog/220/comment-page-1#comment-761</link>
		<dc:creator>Jed</dc:creator>
		<pubDate>Sat, 30 Aug 2008 12:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=220#comment-761</guid>
		<description>Well for bones mirroring is easy if you use the bones tool and it&#039;s built in mirror function. Dummies are a little more tricky. However, when you export your animation you really should *only* export the dummies/bones that make up the skeleton and not everything in the rig which a lot of people do.

So that said you can mirror any IK stuff or bone controllers if you like, just don&#039;t mirror bones/dummies with the normal mirror tool.</description>
		<content:encoded><![CDATA[<p>Well for bones mirroring is easy if you use the bones tool and it&#8217;s built in mirror function. Dummies are a little more tricky. However, when you export your animation you really should *only* export the dummies/bones that make up the skeleton and not everything in the rig which a lot of people do.</p>
<p>So that said you can mirror any IK stuff or bone controllers if you like, just don&#8217;t mirror bones/dummies with the normal mirror tool.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jlewis</title>
		<link>http://www.wunderboy.org/blog/220/comment-page-1#comment-760</link>
		<dc:creator>jlewis</dc:creator>
		<pubDate>Thu, 28 Aug 2008 00:17:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=220#comment-760</guid>
		<description>mirroring bones in max is a huge pain and seems to mess things up most of the time.  what do you suggest i do to make a symmetrical rig?</description>
		<content:encoded><![CDATA[<p>mirroring bones in max is a huge pain and seems to mess things up most of the time.  what do you suggest i do to make a symmetrical rig?</p>
]]></content:encoded>
	</item>
</channel>
</rss>

