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	<title>Comments on: Cal3d Progress</title>
	<atom:link href="http://worldforgedev.org/archives/46/feed" rel="self" type="application/rss+xml" />
	<link>http://worldforgedev.org/archives/46</link>
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		<title>By: erik</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-193</link>
		<dc:creator>erik</dc:creator>
		<pubDate>Sat, 22 Apr 2006 19:27:48 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-193</guid>
		<description>Btw, I don&#039;t know if you&#039;ve seen this, but I thought it could be useful http://www.blendernation.com/2006/04/10/free-rigged-model-ludwig/</description>
		<content:encoded><![CDATA[<p>Btw, I don&#8217;t know if you&#8217;ve seen this, but I thought it could be useful <a href="http://www.blendernation.com/2006/04/10/free-rigged-model-ludwig/" rel="nofollow">http://www.blendernation.com/2006/04/10/free-rigged-model-ludwig/</a></p>
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		<title>By: artm</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-185</link>
		<dc:creator>artm</dc:creator>
		<pubDate>Thu, 20 Apr 2006 08:01:55 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-185</guid>
		<description>the miniviewer i use (_gl) seems to only support .tga textures. 

i keep more then two version bacause some times i end up with animation that don&#039;t get exported and I have no idea why, the only way to handle that with two files would be to export after each change and see if I broke the animation yet. But I&#039;m just too lazy.</description>
		<content:encoded><![CDATA[<p>the miniviewer i use (_gl) seems to only support .tga textures. </p>
<p>i keep more then two version bacause some times i end up with animation that don&#8217;t get exported and I have no idea why, the only way to handle that with two files would be to export after each change and see if I broke the animation yet. But I&#8217;m just too lazy.</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-184</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Wed, 19 Apr 2006 16:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-184</guid>
		<description>realistically you only need two blender files,  one work in progress and one for exporting. When exporting just append actions to your working armature.  

Texture format has to be supported by the miniviewer. I think it supports pngs and jpgs.  Also you have to tweak the cfg file if the script doesn&#039;t put the paths in to the materials section. The directory structure works either relative on absolute paths.</description>
		<content:encoded><![CDATA[<p>realistically you only need two blender files,  one work in progress and one for exporting. When exporting just append actions to your working armature.  </p>
<p>Texture format has to be supported by the miniviewer. I think it supports pngs and jpgs.  Also you have to tweak the cfg file if the script doesn&#8217;t put the paths in to the materials section. The directory structure works either relative on absolute paths.</p>
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	<item>
		<title>By: artm</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-182</link>
		<dc:creator>artm</dc:creator>
		<pubDate>Wed, 19 Apr 2006 10:13:44 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-182</guid>
		<description>I finally managed to get it working but i have to keep several previous copies of the blend file to be able to revert when for some unclear reson the animation stops being exported. and i have problems with making cal3d find the textures, but solving that i postpone for later...</description>
		<content:encoded><![CDATA[<p>I finally managed to get it working but i have to keep several previous copies of the blend file to be able to revert when for some unclear reson the animation stops being exported. and i have problems with making cal3d find the textures, but solving that i postpone for later&#8230;</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-178</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Wed, 19 Apr 2006 01:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-178</guid>
		<description>you have to be using Blender 2.41, python 2.4. Make sure that the PYPATH is set correctly in your enviroment variable. Remember the whole Blender CCS is really finikey and flakey</description>
		<content:encoded><![CDATA[<p>you have to be using Blender 2.41, python 2.4. Make sure that the PYPATH is set correctly in your enviroment variable. Remember the whole Blender CCS is really finikey and flakey</p>
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	<item>
		<title>By: artm &#187; Blog Archive &#187; Deep sea phantom limb</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-176</link>
		<dc:creator>artm &#187; Blog Archive &#187; Deep sea phantom limb</dc:creator>
		<pubDate>Tue, 18 Apr 2006 13:57:34 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-176</guid>
		<description>[...] still can&#8217;t save animation although they say it works&#8230; [...]</description>
		<content:encoded><![CDATA[<p>[...] still can&#8217;t save animation although they say it works&#8230; [...]</p>
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		<title>By: artm</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-175</link>
		<dc:creator>artm</dc:creator>
		<pubDate>Tue, 18 Apr 2006 13:42:07 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-175</guid>
		<description>before export i preview my animations in blender 

after export i use miniviewer

thanks for the info!</description>
		<content:encoded><![CDATA[<p>before export i preview my animations in blender </p>
<p>after export i use miniviewer</p>
<p>thanks for the info!</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-174</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Tue, 18 Apr 2006 13:35:13 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-174</guid>
		<description>Im not sure what you are trying to do but the script works either in FK or IK. I have created animations both ways. Also how are you previewing your animations?

The way the script works is it resets all the bones then reads the animations of the first frame.  Then it captures a pose on the first frame for all the bones then proceeds to capturing poses only for the frames that have data in them. 

The developer can be found at irc.worldforge.org in the coders channel. alias name elefth. If you want to know when he was last seen type in /msg brenda seen elefth</description>
		<content:encoded><![CDATA[<p>Im not sure what you are trying to do but the script works either in FK or IK. I have created animations both ways. Also how are you previewing your animations?</p>
<p>The way the script works is it resets all the bones then reads the animations of the first frame.  Then it captures a pose on the first frame for all the bones then proceeds to capturing poses only for the frames that have data in them. </p>
<p>The developer can be found at irc.worldforge.org in the coders channel. alias name elefth. If you want to know when he was last seen type in /msg brenda seen elefth</p>
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	<item>
		<title>By: artm</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-173</link>
		<dc:creator>artm</dc:creator>
		<pubDate>Tue, 18 Apr 2006 13:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-173</guid>
		<description>I&#039;m trying to use it but can&#039;t get exporting animation to work. 

i have 5 bones in an IK chain and one bone - IK target. i have two key frames in an action I want to export with different positions of the IK bone. when i export i just don&#039;t get no movement. it also leaves temporary action, I guess it&#039;s supposed to have the IK solutions calculated into the bone channels? and this animation does nothing (i guess that&#039;s what is exported).

how could i get in touch with the developers?</description>
		<content:encoded><![CDATA[<p>I&#8217;m trying to use it but can&#8217;t get exporting animation to work. </p>
<p>i have 5 bones in an IK chain and one bone &#8211; IK target. i have two key frames in an action I want to export with different positions of the IK bone. when i export i just don&#8217;t get no movement. it also leaves temporary action, I guess it&#8217;s supposed to have the IK solutions calculated into the bone channels? and this animation does nothing (i guess that&#8217;s what is exported).</p>
<p>how could i get in touch with the developers?</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/46/comment-page-1#comment-160</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Sat, 15 Apr 2006 15:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/archives/46#comment-160</guid>
		<description>yeah all those blow. go get this one thanks to elefth on coders channel at worldforge.org http://www.elefth.org/</description>
		<content:encoded><![CDATA[<p>yeah all those blow. go get this one thanks to elefth on coders channel at worldforge.org <a href="http://www.elefth.org/" rel="nofollow">http://www.elefth.org/</a></p>
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