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	<title>Comments on: Overview</title>
	<atom:link href="http://felixfox.com/2010/01/21/overview/feed/" rel="self" type="application/rss+xml" />
	<link>http://felixfox.com/2010/01/21/overview/</link>
	<description>~Kitasia</description>
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		<title>By: Anti</title>
		<link>http://felixfox.com/2010/01/21/overview/comment-page-1/#comment-17</link>
		<dc:creator>Anti</dc:creator>
		<pubDate>Sat, 23 Jan 2010 01:48:41 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=174#comment-17</guid>
		<description>Well the time control is more of an inside thing. If I wanted to play an animation for exactly 1 second I couldn&#039;t. I was using key frames and, for collision reasons, I forced the animation to stop at certain points causing it to play longer than it should. It can be a bit of a nightmare when you want things synchronized but somehow it all worked out.

Conceptually yeah, I guess I did sort of make bones, but this time I will be able to bend the quadrants! The first change anyone will notice will probably be the spine.</description>
		<content:encoded><![CDATA[<p>Well the time control is more of an inside thing. If I wanted to play an animation for exactly 1 second I couldn&#8217;t. I was using key frames and, for collision reasons, I forced the animation to stop at certain points causing it to play longer than it should. It can be a bit of a nightmare when you want things synchronized but somehow it all worked out.</p>
<p>Conceptually yeah, I guess I did sort of make bones, but this time I will be able to bend the quadrants! The first change anyone will notice will probably be the spine.</p>
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		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/01/21/overview/comment-page-1/#comment-16</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Fri, 22 Jan 2010 16:10:46 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=174#comment-16</guid>
		<description>I think I understand, timing can be easier e.g. with some kind of &quot;key&quot; frames, when it&#039;s possible to more freely interpolate between a pair of such frames. So it may even be possible to have a slightly new animation pose on each displayed point in time.

In the game when you carried a small rock it was in Felix&#039;s animated paw, so on a conceptual level you probably programmed bones (though I realize it may be in the character studio). Cool with some custom approaches.</description>
		<content:encoded><![CDATA[<p>I think I understand, timing can be easier e.g. with some kind of &#8220;key&#8221; frames, when it&#8217;s possible to more freely interpolate between a pair of such frames. So it may even be possible to have a slightly new animation pose on each displayed point in time.</p>
<p>In the game when you carried a small rock it was in Felix&#8217;s animated paw, so on a conceptual level you probably programmed bones (though I realize it may be in the character studio). Cool with some custom approaches.</p>
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		<title>By: Anti</title>
		<link>http://felixfox.com/2010/01/21/overview/comment-page-1/#comment-15</link>
		<dc:creator>Anti</dc:creator>
		<pubDate>Thu, 21 Jan 2010 20:14:52 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=174#comment-15</guid>
		<description>Nope, all the models were simply a bunch of quadrants rotated and oriented through the cpu. I tried to mimic bones without actually using them.

Previously animations where simply a collection of rotations stored in frames. That probably wont change that much but I will make sure I get more control over the speed and timing of the animation.</description>
		<content:encoded><![CDATA[<p>Nope, all the models were simply a bunch of quadrants rotated and oriented through the cpu. I tried to mimic bones without actually using them.</p>
<p>Previously animations where simply a collection of rotations stored in frames. That probably wont change that much but I will make sure I get more control over the speed and timing of the animation.</p>
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		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/01/21/overview/comment-page-1/#comment-14</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Thu, 21 Jan 2010 18:10:15 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=174#comment-14</guid>
		<description>I honestly thought you had bones/joints in your character models - it seems you successfully make things look good even without high-tech.

About the bones, does that mean the previous animations are all vertex data, possibly stored per fixed steps in time?</description>
		<content:encoded><![CDATA[<p>I honestly thought you had bones/joints in your character models &#8211; it seems you successfully make things look good even without high-tech.</p>
<p>About the bones, does that mean the previous animations are all vertex data, possibly stored per fixed steps in time?</p>
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