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	<title>Comments on: Mancandy 2.48-rc1</title>
	<atom:link href="http://freefac.org/posts/mancandy-248-rc1/feed" rel="self" type="application/rss+xml" />
	<link>http://freefac.org/posts/mancandy-248-rc1</link>
	<description>post somnolent pachyderm adventures</description>
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		<title>By: tal</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-15078</link>
		<dc:creator>tal</dc:creator>
		<pubDate>Sat, 26 Sep 2009 15:36:45 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-15078</guid>
		<description>my first test with blender and mancandy
http://www.dancingshapes.com/11seconds/11secondclub_august_final.mov

thanx for the cool rig</description>
		<content:encoded><![CDATA[<p>my first test with blender and mancandy<br />
<a href="http://www.dancingshapes.com/11seconds/11secondclub_august_final.mov" rel="nofollow">http://www.dancingshapes.com/11seconds/11secondclub_august_final.mov</a></p>
<p>thanx for the cool rig</p>
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	<item>
		<title>By: Carlos Henrique (Brazil)</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-13363</link>
		<dc:creator>Carlos Henrique (Brazil)</dc:creator>
		<pubDate>Mon, 10 Aug 2009 13:10:52 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-13363</guid>
		<description>I&#039;m from Brazil and I don&#039;t speak English.
But I watched the DVD of ManCandy FAQ, how can I fix the IK / FK (Contraints) of the arm? I have to change the frame for the IK / FK function. That&#039;s no cool.

Eu sou do Brasil, e eu não sei falar inglês.
Mas eu assisti o DVD do ManCandy FAQ, como eu posso consertar o IK/FK (Contraints)braço? Eu tenho o que mudar de frame para o IK/FK funcionar. Assim não fica legal.</description>
		<content:encoded><![CDATA[<p>I&#8217;m from Brazil and I don&#8217;t speak English.<br />
But I watched the DVD of ManCandy FAQ, how can I fix the IK / FK (Contraints) of the arm? I have to change the frame for the IK / FK function. That&#8217;s no cool.</p>
<p>Eu sou do Brasil, e eu não sei falar inglês.<br />
Mas eu assisti o DVD do ManCandy FAQ, como eu posso consertar o IK/FK (Contraints)braço? Eu tenho o que mudar de frame para o IK/FK funcionar. Assim não fica legal.</p>
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	</item>
	<item>
		<title>By: Josh Jingles</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-10734</link>
		<dc:creator>Josh Jingles</dc:creator>
		<pubDate>Sat, 16 May 2009 07:54:24 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-10734</guid>
		<description>Man dude you are good. Am trying to play with Mancandy, will let you see when am done. Great Job. By next year i will be doing fulltime movies in Blender, thanks to you. keep da spirit.</description>
		<content:encoded><![CDATA[<p>Man dude you are good. Am trying to play with Mancandy, will let you see when am done. Great Job. By next year i will be doing fulltime movies in Blender, thanks to you. keep da spirit.</p>
]]></content:encoded>
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	<item>
		<title>By: bassam</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9903</link>
		<dc:creator>bassam</dc:creator>
		<pubDate>Thu, 23 Apr 2009 17:54:14 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9903</guid>
		<description>Hi Guilherme
I&#039;m not sure about not using the same shapes in the IK/FK ; it&#039;s been a while. I do know that the reason old mancandy used objects, and new mancandy uses bones, is that blender didn&#039;t used to support using bones before. Now it does, and it works much better.
The orient bone in the old mancandy was a bit weak, it would prevent certain extreme (but should be possible) poses. I have in newer rigs returned to an orient bone, but I have a more complicated setup that works pretty well (and the orient bone itself can be moved for some tricky poses)</description>
		<content:encoded><![CDATA[<p>Hi Guilherme<br />
I&#8217;m not sure about not using the same shapes in the IK/FK ; it&#8217;s been a while. I do know that the reason old mancandy used objects, and new mancandy uses bones, is that blender didn&#8217;t used to support using bones before. Now it does, and it works much better.<br />
The orient bone in the old mancandy was a bit weak, it would prevent certain extreme (but should be possible) poses. I have in newer rigs returned to an orient bone, but I have a more complicated setup that works pretty well (and the orient bone itself can be moved for some tricky poses)</p>
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	<item>
		<title>By: Guilherme Lopes</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9899</link>
		<dc:creator>Guilherme Lopes</dc:creator>
		<pubDate>Thu, 23 Apr 2009 16:02:10 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9899</guid>
		<description>Great work Bassam. I´m working with your CD in the last couple of weeks and I´m glady to see that in your mancandy latest version you improve some changes that I´ve done in my model, like bones controlling the IK-&gt;FK constraint (why din´t you use the same shapes?) and bone group. 

I always use for elbows and knees, in animationMaster and Maya, a target bone. But I thought the idea of the orient bone a better solution, it avoid to put the bone target in strange places. Why did you change it in the latest version? Do you think it become better?

Well, anyway it´s just details. Your model made for me more than year of tutorials. Thanks Bassam</description>
		<content:encoded><![CDATA[<p>Great work Bassam. I´m working with your CD in the last couple of weeks and I´m glady to see that in your mancandy latest version you improve some changes that I´ve done in my model, like bones controlling the IK-&gt;FK constraint (why din´t you use the same shapes?) and bone group. </p>
<p>I always use for elbows and knees, in animationMaster and Maya, a target bone. But I thought the idea of the orient bone a better solution, it avoid to put the bone target in strange places. Why did you change it in the latest version? Do you think it become better?</p>
<p>Well, anyway it´s just details. Your model made for me more than year of tutorials. Thanks Bassam</p>
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	<item>
		<title>By: Hamacek</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9076</link>
		<dc:creator>Hamacek</dc:creator>
		<pubDate>Mon, 16 Mar 2009 08:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9076</guid>
		<description>Thanks Bassam.  Looks like the problem was related to me using the scale manipulator mode, and getting into a range where it somehow didn&#039;t do anything - got it now Cheers!!

Will look into the poselibs idea too. Sounds cool! Many thanks.</description>
		<content:encoded><![CDATA[<p>Thanks Bassam.  Looks like the problem was related to me using the scale manipulator mode, and getting into a range where it somehow didn&#8217;t do anything &#8211; got it now Cheers!!</p>
<p>Will look into the poselibs idea too. Sounds cool! Many thanks.</p>
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		<title>By: bassam</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9071</link>
		<dc:creator>bassam</dc:creator>
		<pubDate>Mon, 16 Mar 2009 00:40:16 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9071</guid>
		<description>Hi Hamacek, thanks
scaling the BOTmemo smaller should make him pucker, scaling it up does nothing.
as for building visemes sets you could use poselibs for that based on the bones rather than the shapekeys directly.
good luck!</description>
		<content:encoded><![CDATA[<p>Hi Hamacek, thanks<br />
scaling the BOTmemo smaller should make him pucker, scaling it up does nothing.<br />
as for building visemes sets you could use poselibs for that based on the bones rather than the shapekeys directly.<br />
good luck!</p>
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	</item>
	<item>
		<title>By: Hamacek</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9063</link>
		<dc:creator>Hamacek</dc:creator>
		<pubDate>Sun, 15 Mar 2009 08:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9063</guid>
		<description>First - cheers Bassam for all your dedication and fine work - u rok

Just a quick question, as I&#039;m having a go at lipsync with MC.  I haven&#039;t been able to get the mouth pucker control to work for me. I thought that scaling BOTmemo should push/pull the lips but seems to do nothing for me... I&#039;ve tried a couple of MC versions, and using 248.1 Blender on OsX.

Any suggestions?

Also just wondering if there&#039;s a way of building generic visimes on top of your rig - In the past I&#039;ve just done this with shape-keys and sliders in my own rigs - inelegant but flexible still.  I&#039;m not too technically minded but do you see this as a possibility?

Thanks!</description>
		<content:encoded><![CDATA[<p>First &#8211; cheers Bassam for all your dedication and fine work &#8211; u rok</p>
<p>Just a quick question, as I&#8217;m having a go at lipsync with MC.  I haven&#8217;t been able to get the mouth pucker control to work for me. I thought that scaling BOTmemo should push/pull the lips but seems to do nothing for me&#8230; I&#8217;ve tried a couple of MC versions, and using 248.1 Blender on OsX.</p>
<p>Any suggestions?</p>
<p>Also just wondering if there&#8217;s a way of building generic visimes on top of your rig &#8211; In the past I&#8217;ve just done this with shape-keys and sliders in my own rigs &#8211; inelegant but flexible still.  I&#8217;m not too technically minded but do you see this as a possibility?</p>
<p>Thanks!</p>
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	<item>
		<title>By: Chin</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-9001</link>
		<dc:creator>Chin</dc:creator>
		<pubDate>Thu, 05 Mar 2009 22:55:15 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-9001</guid>
		<description>I think he needs clothing, but other than that, it&#039;s great!</description>
		<content:encoded><![CDATA[<p>I think he needs clothing, but other than that, it&#8217;s great!</p>
]]></content:encoded>
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	<item>
		<title>By: Sincronismo labial. 02 &#171; Bruno Riyú 3D Animation</title>
		<link>http://freefac.org/posts/mancandy-248-rc1/comment-page-1#comment-8950</link>
		<dc:creator>Sincronismo labial. 02 &#171; Bruno Riyú 3D Animation</dc:creator>
		<pubDate>Wed, 25 Feb 2009 21:13:16 +0000</pubDate>
		<guid isPermaLink="false">http://freefactory.org/?p=79#comment-8950</guid>
		<description>[...] Modelo disponibilizado pelo autor[Bassam] no site http://freefac.org/posts/mancandy-248-rc1 [...]</description>
		<content:encoded><![CDATA[<p>[...] Modelo disponibilizado pelo autor[Bassam] no site <a href="http://freefac.org/posts/mancandy-248-rc1" rel="nofollow">http://freefac.org/posts/mancandy-248-rc1</a> [...]</p>
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