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	<title>Programming and animation &#187; Tutorials</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>Retarget prop MoCap animation (+ Video tutor)</title>
		<link>http://neill3d.com/retarget-prop-mocap-animation-video-tutor</link>
		<comments>http://neill3d.com/retarget-prop-mocap-animation-video-tutor#comments</comments>
		<pubDate>Fri, 05 Mar 2010 14:20:12 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[retarget]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=880</guid>
		<description><![CDATA[
Actor is rarely recorded in splendid isolation, usually in the hand he holds an object, which is called the prop. This object has its own set of markers, often three is enough, and these markers are moving close to the actor. But the difficulty begins when the actor retarget into a character who has a [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fixing Feet Sliding</title>
		<link>http://neill3d.com/ustranenie-skolzheniya-nog</link>
		<comments>http://neill3d.com/ustranenie-skolzheniya-nog#comments</comments>
		<pubDate>Mon, 15 Feb 2010 21:47:28 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=873</guid>
		<description><![CDATA[Quite a popular cannot mocap animation, and with him in MotionBuilder fight several ways.
First of all, through the algorithm stabilization and leveling feet feet on the floor, and of course through self-editing.
I want to tell about quite popular issue of the MoCap animation &#8211; feet sliding effect, and how to fix it in MotionBuilder by [...]]]></description>
		<wfw:commentRss>http://neill3d.com/ustranenie-skolzheniya-nog/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Prop in a hand, video tutorial</title>
		<link>http://neill3d.com/prop-in-hand-video-tutorial</link>
		<comments>http://neill3d.com/prop-in-hand-video-tutorial#comments</comments>
		<pubDate>Mon, 09 Nov 2009 23:26:32 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Video]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=731</guid>
		<description><![CDATA[A small video tutorial on how to take prop in a character&#8217;s hand in the MotionBuilder.

]]></description>
		<wfw:commentRss>http://neill3d.com/prop-in-hand-video-tutorial/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Spring box tutorial</title>
		<link>http://neill3d.com/primer-ispolzovaniya-pruzhiny</link>
		<comments>http://neill3d.com/primer-ispolzovaniya-pruzhiny#comments</comments>
		<pubDate>Tue, 13 Oct 2009 08:49:41 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Dynamics]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=718</guid>
		<description><![CDATA[I have prepared a small video tutorial on the use of plug-in of the spring simulation. 

Plugin is here (with the source code):
http://neill3d.com/spring-box-constraint
]]></description>
		<wfw:commentRss>http://neill3d.com/primer-ispolzovaniya-pruzhiny/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Two ways to edit an animation for the Story mode</title>
		<link>http://neill3d.com/dva-puti-dlya-redaktirovaniya-klipov-story-rezhima</link>
		<comments>http://neill3d.com/dva-puti-dlya-redaktirovaniya-klipov-story-rezhima#comments</comments>
		<pubDate>Tue, 15 Sep 2009 23:05:16 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[Story]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=661</guid>
		<description><![CDATA[
I present to your attention two small video lesson with possible approaches to editing an animation clip in the Story mode. Often this need arises when going from final character&#8217;s story and need to make certain changes in either animation.

Way 1 &#8211; edit animation clip in the same MotionBuilder program instance.

Way 2 &#8211; edit animation [...]]]></description>
		<wfw:commentRss>http://neill3d.com/dva-puti-dlya-redaktirovaniya-klipov-story-rezhima/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3ds Max tips and tricks by Louis Marcoux</title>
		<link>http://neill3d.com/3ds-max-tips-and-tricks-by-louis-marcoux</link>
		<comments>http://neill3d.com/3ds-max-tips-and-tricks-by-louis-marcoux#comments</comments>
		<pubDate>Mon, 24 Aug 2009 19:27:29 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[CAT]]></category>
		<category><![CDATA[Character]]></category>
		<category><![CDATA[RIG]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=611</guid>
		<description><![CDATA[Louis Marcoux on arrival from Siggraph shared some interesting moments about 3dsMax. Look, there about:
- CAT Rig, the use of char meshes with UV&#8217;s and textures as bone&#8217;s meshes
- Tips for working with new modeling tools
- Integration with MotionBuilder, workflow
- Depth of field for the camera in the a viewport (&#8220;This feature us not officially [...]]]></description>
		<wfw:commentRss>http://neill3d.com/3ds-max-tips-and-tricks-by-louis-marcoux/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>FbxObject &#8211; Storing and retrieving a data</title>
		<link>http://neill3d.com/fbxobject-storing-and-retrieving-data</link>
		<comments>http://neill3d.com/fbxobject-storing-and-retrieving-data#comments</comments>
		<pubDate>Wed, 19 Aug 2009 23:53:49 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[OpenReality]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=603</guid>
		<description><![CDATA[Writing and reading in fbx format has its own characteristics, I would like to briefly talk about it.

Writing and reading is carried out by overriding functions FbxStore, FbxRetrieve. In doing so, these functions are called MoBu several times:
1) for the processing of attributes &#8211; pStoreWhat &#038; kAttributes
2) the relationship between plugs &#8211; pStoreWhat &#038; kRelations
3) [...]]]></description>
		<wfw:commentRss>http://neill3d.com/fbxobject-storing-and-retrieving-data/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Extracting Actor geometry</title>
		<link>http://neill3d.com/extracting-actor-geometry</link>
		<comments>http://neill3d.com/extracting-actor-geometry#comments</comments>
		<pubDate>Tue, 21 Jul 2009 05:49:31 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Actor]]></category>
		<category><![CDATA[MoCap]]></category>
		<category><![CDATA[SDK]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=483</guid>
		<description><![CDATA[
Since actor has quite a lot work with MoCap, actor is important part of working process. And if you wish to experiment, you may to collect actor geometry bodies. I will talk about building complete alternative actor later, now I will share how to extract the geometry body of the actor in a separate file and [...]]]></description>
		<wfw:commentRss>http://neill3d.com/extracting-actor-geometry/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Prop in hand</title>
		<link>http://neill3d.com/predmet-v-ruke</link>
		<comments>http://neill3d.com/predmet-v-ruke#comments</comments>
		<pubDate>Thu, 09 Jul 2009 20:35:02 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=441</guid>
		<description><![CDATA[To put &#38; hold prop in hand, U need to todo:
1)      make a character hand pose like already holding prop in hand
In MB there is very usefull Align operation, which U can make up with dragging one object to another (from the context menu choose Align-&#62;Translation/Rotation).
2)      add Parent/Child constraint, where use this setup – hand [...]]]></description>
		<wfw:commentRss>http://neill3d.com/predmet-v-ruke/feed/?langswitch_lang=en</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Loading animations on body parts separately</title>
		<link>http://neill3d.com/loading-animations-on-body-parts-separately</link>
		<comments>http://neill3d.com/loading-animations-on-body-parts-separately#comments</comments>
		<pubDate>Thu, 09 Jul 2009 20:12:44 +0000</pubDate>
		<dc:creator>Neill</dc:creator>
				<category><![CDATA[MotionBuilder]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://neill3d.com/?p=433</guid>
		<description><![CDATA[ There are two common ways to solve this task:
1)      Story
Each character track has a context menu with body part influences.

2)      MotionBlend
Put on track FK elements with animation form one take, and in viewport choose another take. That will mix two takes. Just plot animation on character bones.
]]></description>
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		<slash:comments>0</slash:comments>
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