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	<title>Programming and animation &#187; Matrix</title>
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	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Tue, 10 Aug 2010 15:26:45 +0000</lastBuildDate>
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			<item>
		<title>MoBu script: additive animation</title>
		<link>http://neill3d.com/mobi-skript-raschet-additivnoj-animacii</link>
		<comments>http://neill3d.com/mobi-skript-raschet-additivnoj-animacii#comments</comments>
		<pubDate>Wed, 04 Aug 2010 12:13:17 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[Python]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=1107</guid>
		<description><![CDATA[Additive animation &#8211; this is an animation, which is added to the existing character motion to give the secondary behavior. For example, if the character runs and we put an additive hit, then as result character is running and getting hit. The result of applying the additive animations from a mathematical point of view is [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Math library for developers 2</title>
		<link>http://neill3d.com/math-library-for-developers-2</link>
		<comments>http://neill3d.com/math-library-for-developers-2#comments</comments>
		<pubDate>Wed, 29 Jul 2009 19:40:53 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=534</guid>
		<description><![CDATA[In a previous &#8220;math library for developers&#8221; post, I published a library of classes for vectors, matrices and quaternions. At this time I decided to go ahead and rewrite the classes directly in the file fbtypes.h

In MotionBuilder basic types have very limited functionality, it can be overcome only by getting rid of dependence on the [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Python. Matrix operations</title>
		<link>http://neill3d.com/python-matrix-operations</link>
		<comments>http://neill3d.com/python-matrix-operations#comments</comments>
		<pubDate>Tue, 21 Jul 2009 06:14:38 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Source]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=493</guid>
		<description><![CDATA[
Continues the theme for the collection of useful mathematical functions for Python/C++ developers
The theme begins here - http://neill3d.com/math-library-for-developers

import math
def MatrixInverse(M):
out = FBMatrix()
out.Identity()
for i in range(0,4):
d = M[i*4+i]
if (d &#60;&#62; 1.0):
for j in range(0,4):
out[i*4+j] /= d
M[i*4+j] /= d
for j in range(0,4):
if (j &#60;&#62; i):
if (M[j*4+i] &#60;&#62; 0.0):
mulBy = M[j*4+i]
for k in range(0,4):
M[j*4+k] -= mulBy * M[i*4+k]
out[j*4+k] -= [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Math library for developers</title>
		<link>http://neill3d.com/math-library-for-developers</link>
		<comments>http://neill3d.com/math-library-for-developers#comments</comments>
		<pubDate>Sat, 04 Jul 2009 19:10:59 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=421</guid>
		<description><![CDATA[In the Open Reality SDK there is small set of functions for working with vectors, matrices and quaternions. Propose to gather some convenient common library.

Here is example
double DotProduct(const FBVector3d v1, double *v2)
{
return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
}
Full set of math helper function you can download here  math3d
]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Mainstream algorithms</title>
		<link>http://neill3d.com/prodvinutye-sovremennye-algoritmy</link>
		<comments>http://neill3d.com/prodvinutye-sovremennye-algoritmy#comments</comments>
		<pubDate>Mon, 02 Mar 2009 23:19:09 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[FFT]]></category>
		<category><![CDATA[Intel]]></category>
		<category><![CDATA[LAPACK]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[PCA]]></category>
		<category><![CDATA[Vector]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=142</guid>
		<description><![CDATA[Translation in progress&#8230;
]]></description>
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		<slash:comments>0</slash:comments>
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