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	<title>Programming and animation &#187; FBIK</title>
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	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
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		<title>Maya script pack for animation 1</title>
		<link>http://neill3d.com/maya-script-pack-for-animation-1</link>
		<comments>http://neill3d.com/maya-script-pack-for-animation-1#comments</comments>
		<pubDate>Mon, 30 Mar 2009 18:01:34 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[FBIK]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=218</guid>
		<description><![CDATA[Набор скриптов для простого анализа и обработки анимации

All scripts are ideas, not the ultimate tool
Accel Path &#8211; acceleration of a curve for a given object. This curve allows you to compare joints in motion
Center of Mass &#8211; builds a center of mass for FBIK character. A useful tool in the analysis of equilibrium positions
offsetToCenter - [...]]]></description>
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		<title>Handle pivot point script</title>
		<link>http://neill3d.com/handle-pivot-point-script</link>
		<comments>http://neill3d.com/handle-pivot-point-script#comments</comments>
		<pubDate>Sun, 22 Mar 2009 16:27:58 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[FBIK]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=200</guid>
		<description><![CDATA[I want to introduce handle helper scripts: HandleStart.py and HandleFinish.py.
Those scripts will help to create handle object with user defined pivot position.

How to use.
Content files:
handlestart.py
handlefinish.py
testscene.fbx
Simple video tutorial:

Annotations:
Create null object and rename it as &#8220;handle&#8221;. The position of these helper object will be used by new handle.
Then select objects, witch you want to transform together and [...]]]></description>
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		<title>Geometry warning, bone is N degrees away from it&#8217;s roll axis</title>
		<link>http://neill3d.com/geometry-warning-bone-is-n-degrees-away-from-its-roll-axis</link>
		<comments>http://neill3d.com/geometry-warning-bone-is-n-degrees-away-from-its-roll-axis#comments</comments>
		<pubDate>Sun, 22 Mar 2009 08:41:44 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[FBIK]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=195</guid>
		<description><![CDATA[When you preparing your skeleton to export to MotionBuilder, You need to be sure that all your roll bones lies on their parent&#8217;s roll axis. What does it mean? To answer, look at the parent local axis direction. It must look at the roll bone&#8217;s child. It&#8217;s like you can create a line between parent [...]]]></description>
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		<item>
		<title>Maya Full Body IK (FBIK)</title>
		<link>http://neill3d.com/maya-full-body-ik-fbik</link>
		<comments>http://neill3d.com/maya-full-body-ik-fbik#comments</comments>
		<pubDate>Thu, 12 Feb 2009 08:48:03 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[FBIK]]></category>
		<category><![CDATA[HumanIK]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=86</guid>
		<description><![CDATA[FBIK (Full Body IK)

Translation on request&#8230; write as comment.

Описание
Скелет представляет собой единую кинематическую систему. Основной структурной единицей является эффектор. Причем кости выступают уже посредниками, тем или иным способом контролируемые эффекторами. Все тело разделяется на условные части (body parts), каждая из которых функционирует по системе костных цепей, всеми уже известных из долгой и кропотливой работы по [...]]]></description>
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