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	<title>Programming and animation &#187; Script</title>
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	<link>http://neill3d.com</link>
	<description>Programming and animation ideas, articles, tutors, scripts, plugins in the 3d</description>
	<lastBuildDate>Sun, 05 Sep 2010 21:11:56 +0000</lastBuildDate>
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			<item>
		<title>Quake MD3 import into 3ds Max</title>
		<link>http://neill3d.com/quake-md3-import-into-3ds-max</link>
		<comments>http://neill3d.com/quake-md3-import-into-3ds-max#comments</comments>
		<pubDate>Sat, 10 Apr 2010 10:43:06 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[MD3]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=951</guid>
		<description><![CDATA[ 
Tools to import animated md3 models in 3dsMax.

Description MD3 format in wikipedia &#8211; http://en.wikipedia.org/wiki/MD3_ (file_format)

Overview:
Md3Convert &#8211; command line utility to convert md3 to msh text format. Command call format &#8211; &#60;md3 input filename&#62; &#60;msh output filename&#62;
md3reader.ms &#8211; a script to import msh format in the scene. Script without the interface, has the function LoadModel [...]]]></description>
		<wfw:commentRss>http://neill3d.com/quake-md3-import-into-3ds-max/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MoBu script: Pose shots</title>
		<link>http://neill3d.com/mobu-script-pose-shots</link>
		<comments>http://neill3d.com/mobu-script-pose-shots#comments</comments>
		<pubDate>Thu, 17 Dec 2009 13:11:32 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tool]]></category>
		<category><![CDATA[UI]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=794</guid>
		<description><![CDATA[
Another small but useful utility for five minutes using the UI Builder. The point is to create every N frames pose for a character.

Summary 
All interface elements I arranged with the help of UI Builder, then added an event to button presses
startF = int(edtStart.Value)
stopF = int(edtStop.Value)
stepF = int(edtStep.Value)
time = FBTime()
lChar = FBApplication().CurrentCharacter
for i in range(startF, [...]]]></description>
		<wfw:commentRss>http://neill3d.com/mobu-script-pose-shots/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>3dsMax repeating RIG</title>
		<link>http://neill3d.com/3dsmax-povtorenie-osnastki</link>
		<comments>http://neill3d.com/3dsmax-povtorenie-osnastki#comments</comments>
		<pubDate>Wed, 25 Nov 2009 19:56:54 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=751</guid>
		<description><![CDATA[
I want to share the script for recording/replaing the object&#8217;s interconnections (RIG io). The point is to remember the relationship between objects and then if necessary to repeat them at the sites with the same name.
Video
This video recorded with the sound, to tell the truth it&#8217;s not very good quality, but I believe that the [...]]]></description>
		<wfw:commentRss>http://neill3d.com/3dsmax-povtorenie-osnastki/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3dsMax script &#8211; render each object separately</title>
		<link>http://neill3d.com/3dsmax-script-render-each-object-separately</link>
		<comments>http://neill3d.com/3dsmax-script-render-each-object-separately#comments</comments>
		<pubDate>Thu, 19 Nov 2009 08:33:04 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MaxScript]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=738</guid>
		<description><![CDATA[
Overview
3dsMax very often involved in the process of the production of different parts, objects. If they have accumulated a huge amount for the game and you want to get an image of each of the items separately. For such tasks, I wrote a small macro script that allows you to render each of selected objects [...]]]></description>
		<wfw:commentRss>http://neill3d.com/3dsmax-script-render-each-object-separately/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Bug in the Lua&#8217;s Luna Wrapper</title>
		<link>http://neill3d.com/bug-in-the-luas-luna-wrapper</link>
		<comments>http://neill3d.com/bug-in-the-luas-luna-wrapper#comments</comments>
		<pubDate>Sat, 07 Nov 2009 13:05:08 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Lua]]></category>
		<category><![CDATA[Luna]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tips]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=726</guid>
		<description><![CDATA[Luna wrapper for integrating C + + classes under Lua is quite handy and compact.
http://lua-users.org/wiki/LunaFour
But recently I decided to try its fourth version, where implemented properties and operations (assignment, add, etc.). So the property was getting the value from my class, but property didn&#8217;t want to set a value. It turned out that in the [...]]]></description>
		<wfw:commentRss>http://neill3d.com/bug-in-the-luas-luna-wrapper/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Документация по LScript (перевод)</title>
		<link>http://neill3d.com/lscript-docs</link>
		<comments>http://neill3d.com/lscript-docs#comments</comments>
		<pubDate>Sat, 03 Oct 2009 20:50:24 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Lightwave]]></category>
		<category><![CDATA[LScript]]></category>
		<category><![CDATA[overview]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=691</guid>
		<description><![CDATA[LScript
Что это?
Это скриптовый компилятор, интегрированный в среду LightWave. В основном синтаксис заимствован из C. Поэтому программисту очень легко в нем освоиться, главное это базовый набор команд, с помощью которого и появляется возможность управления геометрией, сценой, рендерингом и т.д.
На данный момент все серъезные программные продукты трехмерной графики имеют возможность написания к ним подключаемых модулей (PlugIn’ов), способных [...]]]></description>
		<wfw:commentRss>http://neill3d.com/lscript-docs/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Python. String operations</title>
		<link>http://neill3d.com/python-string-operations</link>
		<comments>http://neill3d.com/python-string-operations#comments</comments>
		<pubDate>Wed, 29 Jul 2009 17:43:37 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[string]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=512</guid>
		<description><![CDATA[
Quite often I have contact with the objects through their names, and accordingly I perform various operations with a text variable. Now I show several important things about strings in Python.

The most interesting moments in my opinion. If you have some supplements, please write in comments:
1) the length of the line. It&#8217;s quite simple &#8211; [...]]]></description>
		<wfw:commentRss>http://neill3d.com/python-string-operations/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Python. Writing to text file</title>
		<link>http://neill3d.com/python-writing-to-text-file</link>
		<comments>http://neill3d.com/python-writing-to-text-file#comments</comments>
		<pubDate>Thu, 09 Jul 2009 19:53:23 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=430</guid>
		<description><![CDATA[Record some information to the file could be very usefull. For example, in order to debug or output statistics.

This is done in a few trivial steps:
1) open a file for writing
open() &#8211; This function returns a file object
For example,
f = open( &#8216;&#60;filename&#62;&#8217;, &#8216;&#60;mode&#62;&#8217; ),
where filename &#8211; text file name
mode  - &#8216;w&#8217; for writing, &#8216;r&#8217; &#8211; [...]]]></description>
		<wfw:commentRss>http://neill3d.com/python-writing-to-text-file/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>LW Modeler scripts pack</title>
		<link>http://neill3d.com/nabor-skriptov-dlya-lw-modeler</link>
		<comments>http://neill3d.com/nabor-skriptov-dlya-lw-modeler#comments</comments>
		<pubDate>Wed, 10 Jun 2009 16:09:24 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[Lightwave]]></category>
		<category><![CDATA[LScript]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Script]]></category>
		<category><![CDATA[Tool]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=370</guid>
		<description><![CDATA[A small collection of scripts for Lightwave3d modeler.

Short description
SelPoints &#8211; converts a selection of polygons to the selection of vertices
beveldrill &#8211; a tool for cutting contours on the mesh. In developing.

planar2 &#8211; alignment polygons allocated to the location on the same plane
ClearSel &#8211; reset the selection, use by me for the keyboard combinations reset selection
Angle [...]]]></description>
		<wfw:commentRss>http://neill3d.com/nabor-skriptov-dlya-lw-modeler/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to&#8230; Extract actor pivots</title>
		<link>http://neill3d.com/kak-izvlech-pivoty-aktera</link>
		<comments>http://neill3d.com/kak-izvlech-pivoty-aktera#comments</comments>
		<pubDate>Wed, 13 May 2009 15:12:28 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Script]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=333</guid>
		<description><![CDATA[
The script should be run with the selected geometry of the actor (who does not know to do that, press Spacebar + Right mouse button on the actor Hips geometry model). The output will be a set of cubes with the name and position of the relevant part of the actor.

 
from pyfbsdk import*
# model list [...]]]></description>
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		<slash:comments>0</slash:comments>
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