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	<title>Comments on: 3DS Max 2010 support for VTF and SMD plug-ins.</title>
	<atom:link href="http://www.wunderboy.org/blog/258/feed" rel="self" type="application/rss+xml" />
	<link>http://www.wunderboy.org/blog/258</link>
	<description>- game modding for gentle folk</description>
	<lastBuildDate>Thu, 01 Sep 2011 17:25:26 +0000</lastBuildDate>
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	<item>
		<title>By: Puppies</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-922</link>
		<dc:creator>Puppies</dc:creator>
		<pubDate>Sun, 07 Jun 2009 10:41:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-922</guid>
		<description>Yeah i see,  thanks. I wonder how superaldo made a custom biped rig on his pyro model without messing with local axes, coz it actually works in tf2. I&#039; ll try with some parenting constraints between imported bones and my rig.
Have a nice day and thanks again for your tools ;)</description>
		<content:encoded><![CDATA[<p>Yeah i see,  thanks. I wonder how superaldo made a custom biped rig on his pyro model without messing with local axes, coz it actually works in tf2. I&#8217; ll try with some parenting constraints between imported bones and my rig.<br />
Have a nice day and thanks again for your tools ;)</p>
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	<item>
		<title>By: Jed</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-917</link>
		<dc:creator>Jed</dc:creator>
		<pubDate>Mon, 01 Jun 2009 21:06:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-917</guid>
		<description>Hey Puppies,

There turned 90 degrees because that&#039;s how they are inside the SMD. The most likely reason is that the animations were made in Maya which uses a different co-ordinate space to Max hence the angles are off. I could probably correct them but doing so might make it impossible to re-compile the mode as the animations will be in the Maya space and the exported SMD in Max space.</description>
		<content:encoded><![CDATA[<p>Hey Puppies,</p>
<p>There turned 90 degrees because that&#8217;s how they are inside the SMD. The most likely reason is that the animations were made in Maya which uses a different co-ordinate space to Max hence the angles are off. I could probably correct them but doing so might make it impossible to re-compile the mode as the animations will be in the Maya space and the exported SMD in Max space.</p>
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	</item>
	<item>
		<title>By: puppies</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-910</link>
		<dc:creator>puppies</dc:creator>
		<pubDate>Tue, 26 May 2009 23:44:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-910</guid>
		<description>Hello and thanks for providing those great tools to modding community. 
This has maybe already been answered but how comes some bones have weird rotations with your smd importer ? (like i saw on the tf2 heavy pic)
It seems to be 90° in z local rotation but i&#039;m not sure, so i can&#039;t really fix it atm.</description>
		<content:encoded><![CDATA[<p>Hello and thanks for providing those great tools to modding community.<br />
This has maybe already been answered but how comes some bones have weird rotations with your smd importer ? (like i saw on the tf2 heavy pic)<br />
It seems to be 90° in z local rotation but i&#8217;m not sure, so i can&#8217;t really fix it atm.</p>
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	</item>
	<item>
		<title>By: leumas</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-908</link>
		<dc:creator>leumas</dc:creator>
		<pubDate>Tue, 26 May 2009 09:44:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-908</guid>
		<description>Thank u sir!
now I&#039;m going to do making model.
frankly I was shocked a little  ur plugin sharing as free(everyone..everywhere.. possible u know)
anyway thank you again!</description>
		<content:encoded><![CDATA[<p>Thank u sir!<br />
now I&#8217;m going to do making model.<br />
frankly I was shocked a little  ur plugin sharing as free(everyone..everywhere.. possible u know)<br />
anyway thank you again!</p>
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	</item>
	<item>
		<title>By: Jed</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-897</link>
		<dc:creator>Jed</dc:creator>
		<pubDate>Mon, 18 May 2009 13:27:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-897</guid>
		<description>QCI are just QC files. The &quot;I&quot; denotes they are include files, i.e. they can be included in a regular QC file using the $include statement.

It just means that if you have a bunch of QC commands you re-use for multiple models you can put them in a separate file and include them rather than re-type or copypasta them ever time. It also means if you need to update those included parts, you don&#039;t have to update every QC, just recompile.</description>
		<content:encoded><![CDATA[<p>QCI are just QC files. The &#8220;I&#8221; denotes they are include files, i.e. they can be included in a regular QC file using the $include statement.</p>
<p>It just means that if you have a bunch of QC commands you re-use for multiple models you can put them in a separate file and include them rather than re-type or copypasta them ever time. It also means if you need to update those included parts, you don&#8217;t have to update every QC, just recompile.</p>
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	</item>
	<item>
		<title>By: Zac</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-896</link>
		<dc:creator>Zac</dc:creator>
		<pubDate>Mon, 18 May 2009 09:37:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-896</guid>
		<description>Im not quite sure where &quot;requests&quot; would go, no doubt I&#039;ll see the link the moment I click submit but, I&#039;ve recently downloaded the L4D Authoring tools, with is more or less the next SDK which doesnt exclusivly use SMD files, I&#039;ve noticed QCI files also.

Don&#039;t suppose if you could shed some light, are Valve using a new way of compiling models that I&#039;m going to need to workout?</description>
		<content:encoded><![CDATA[<p>Im not quite sure where &#8220;requests&#8221; would go, no doubt I&#8217;ll see the link the moment I click submit but, I&#8217;ve recently downloaded the L4D Authoring tools, with is more or less the next SDK which doesnt exclusivly use SMD files, I&#8217;ve noticed QCI files also.</p>
<p>Don&#8217;t suppose if you could shed some light, are Valve using a new way of compiling models that I&#8217;m going to need to workout?</p>
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	<item>
		<title>By: LexxoR</title>
		<link>http://www.wunderboy.org/blog/258/comment-page-1#comment-892</link>
		<dc:creator>LexxoR</dc:creator>
		<pubDate>Mon, 11 May 2009 17:16:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/?p=258#comment-892</guid>
		<description>Thank you very much!!! it&#039;s awesome!</description>
		<content:encoded><![CDATA[<p>Thank you very much!!! it&#8217;s awesome!</p>
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