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    <title>dancedev at Yahoo! Groups</title>
    <link>http://tech.groups.yahoo.com/group/dancedev/</link>
    <description>DANCE software development</description>

    <item>
      <title>Building DANCE with Visual C&#43;+ Express 2008</title>
      <pubDate>Fri, 03 Jul 2009 20:31:24 GMT</pubDate>
      <dc:creator>shapiroari</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/221</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/221</guid>
      <description>Ok, so I downloaded VC&#43;+ Express 2008, and here&#39;s what you need to do to get DANCE compiling with it: When you first open the DANCE projects in Visual C&#43;&#43;</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Tue, 16 Jun 2009 03:23:08 GMT</pubDate>
      <dc:creator>shapiroari</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/220</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/220</guid>
      <description>Right - I think it was oversight, more than intentional design. The original code was written primarily for physical simulation, and not primarily for motion</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Thu, 11 Jun 2009 04:31:30 GMT</pubDate>
      <dc:creator>Joel Horne</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/219</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/219</guid>
      <description>Well the problem is that without this axis information, the bone rotation is too global. This may just be a design decision but for me it is inconvenient. Here</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Wed, 10 Jun 2009 23:23:43 GMT</pubDate>
      <dc:creator>Ari Shapiro</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/218</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/218</guid>
      <description>Hi Joel, As you pointed out, the asf/amc file formats include bone axes get removed when you create a simulated character. However, the data should convert</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Tue, 09 Jun 2009 10:43:05 GMT</pubDate>
      <dc:creator>Joel Horne</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/217</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/217</guid>
      <description>Hi Ari, I appreciate that it is difficult for you to provide full support. I&#39;m continuing to try to automatically create a properly setup character based on an</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Fri, 05 Jun 2009 16:43:44 GMT</pubDate>
      <dc:creator>shapiroari</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/216</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/216</guid>
      <description>Hi Joel, Thanks for the code fixes. These days I work full time for a visual effects company (Rhythm &amp; Hues) and can only work on DANCE outside of work when I</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Fri, 05 Jun 2009 07:50:45 GMT</pubDate>
      <dc:creator>Joel Horne</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/215</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/215</guid>
      <description>Hi Ari, I am currently evaluating DANCE to see if I can use it for my research project, so I&#39;m looking for more permanent solutions. It certainly has a lot of</description>
    </item>
    <item>
      <title>Re: Automatic geometry problem</title>
      <pubDate>Tue, 02 Jun 2009 19:36:37 GMT</pubDate>
      <dc:creator>shapiroari</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/214</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/214</guid>
      <description>For the problem with cube orientation, you can try selecting the particular piece of geometry (which is named the same as the bone) and then use &#39;Rotate X/Y/Z&#39;</description>
    </item>
    <item>
      <title>Automatic geometry problem</title>
      <pubDate>Mon, 01 Jun 2009 03:29:22 GMT</pubDate>
      <dc:creator>Joel Horne</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/213</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/213</guid>
      <description>Hello, I am interested in using dance to create controllers that track MoCap data. To do this, I want to generate geometry for the character based on the MoCap</description>
    </item>
    <item>
      <title>Re: Technique used in Ragdoll simulation</title>
      <pubDate>Tue, 12 May 2009 21:59:58 GMT</pubDate>
      <dc:creator>Ari Shapiro</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/212</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/212</guid>
      <description>Hi Muniraj, The physics simulator is from the Open Dynamics Engine - you can read about the algorithm and its implementation on www.ode.org. Joint limits are</description>
    </item>
    <item>
      <title>Technique used in Ragdoll simulation</title>
      <pubDate>Sun, 10 May 2009 14:42:20 GMT</pubDate>
      <dc:creator>Muniraj</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/211</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/211</guid>
      <description>can u please tell me the Technique or algorithm used in the ragdoll simulation. Is featherstone&#39;s algorithm used in the simulation of ragdoll? can u give me</description>
    </item>
    <item>
      <title>Re: Linear Skinning Plug-in</title>
      <pubDate>Tue, 28 Apr 2009 05:55:24 GMT</pubDate>
      <dc:creator>Ari Shapiro</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/210</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/210</guid>
      <description>... TOTAL_LINKS: 16 TOTAL_VERTS: 3906 CURR_VERT: 0 TOTAL_INFLUENCES: 1 LINK: 1 WEIGHT: 1.000000 LOCAL_COORD: 0.000059 -0.126905 0.290086 CURR_VERT: 1 </description>
    </item>
    <item>
      <title>Linear Skinning Plug-in</title>
      <pubDate>Mon, 27 Apr 2009 18:54:23 GMT</pubDate>
      <dc:creator>yejink76</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/209</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/209</guid>
      <description>Hi, Ari. I am trying to export a model (which has complex bone structures so very difficult to bind to bones by manual translation) with weights from Maya and</description>
    </item>
    <item>
      <title>Re: Error on loading textured material.</title>
      <pubDate>Thu, 23 Apr 2009 04:20:06 GMT</pubDate>
      <dc:creator>yejink76</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/208</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/208</guid>
      <description>Is &quot;identify -list format&quot; a python command? Anyway, this happens for all other file formats including .jpg and .png. It seems ImageMagick is having a</description>
    </item>
    <item>
      <title>Re: Error on loading textured material.</title>
      <pubDate>Thu, 23 Apr 2009 02:21:38 GMT</pubDate>
      <dc:creator>Ari Shapiro</dc:creator>
      <link>http://tech.groups.yahoo.com/group/dancedev/message/207</link>
      <guid isPermaLink="true">http://tech.groups.yahoo.com/group/dancedev/message/207</guid>
      <description>When you enter the command: identify -list format do you see GIF as a valid format? Does this only happen for .gif files or for others as well? (say, .jpg) </description>
    </item>

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