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		<title>Blender Artists Community</title>
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		<description>Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender.</description>
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		<lastBuildDate>Thu, 17 May 2012 01:37:44 GMT</lastBuildDate>
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			<title>Blender Artists Community</title>
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		<item>
			<title>Blender 2.49 Python 2.6.4 on Windows 7 Help!</title>
			<link>http://blenderartists.org/forum/showthread.php?255304-Blender-2.49-Python-2.6.4-on-Windows-7-Help!&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 01:18:58 GMT</pubDate>
			<description><![CDATA[Ok so I have been looking and reading for the last 3 hours and still can't figure this one out. 
 
I am trying to run  
Python 2.6.4 on Blender 2.49b...]]></description>
			<content:encoded><![CDATA[<div>Ok so I have been looking and reading for the last 3 hours and still can't figure this one out.<br />
<br />
I am trying to run <br />
Python 2.6.4 on Blender 2.49b<br />
So I can use the Orge Mesh Export<br />
<br />
1: I downloaded Python 2.49b and ran the install. <br />
2: Then I downloaded Blender 2.49b and unpacked it. <br />
3: Placed the Orge XML Convert in the correct location<br />
<br />
But when I run blender it still only reads Python 2.6.2. What the hell? I did some reading and downloaded PYFFI but that is only for blender 2.5+ and Python 3.0+<br />
<br />
How do I get this to work. I use Windows 7 64bit</div>

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			<category domain="http://blenderartists.org/forum/forumdisplay.php?11-Python-Support">Python Support</category>
			<dc:creator>MaxPowers</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255304-Blender-2.49-Python-2.6.4-on-Windows-7-Help!</guid>
		</item>
		<item>
			<title>Weird response to Indrect Lighting - kinda backwards</title>
			<link>http://blenderartists.org/forum/showthread.php?255303-Weird-response-to-Indrect-Lighting-kinda-backwards&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 01:12:18 GMT</pubDate>
			<description><![CDATA[I'm doing a Hades-like scene (Ragnarok, actually) and for now am using a large billboard with a separately-rendered image for the hot spots. In this...]]></description>
			<content:encoded><![CDATA[<div>I'm doing a Hades-like scene (Ragnarok, actually) and for now am using a large billboard with a separately-rendered image for the hot spots. In this rendering it's the only light source in play, using Indirect Lighting  at Level 4 with 2 Bounces.<br />
<br />
<a href="http://blenderartists.org/forum/attachment.php?attachmentid=182271"  title="Name:  
Views: 
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<br />
The problem is the way the rocky crags react to the light. The big one on the left is lit backwards, the smaller center one should be a near-silhouette, and only the one on the right shows a semblance of the highlight &amp; shadows being in their proper order. Anyone know what gives?<br />
<br />
I made sure the crags' normals were all pointing outward, applied both Scale &amp; Rotation, but they still look the same -- weird.</div>


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			<category domain="http://blenderartists.org/forum/forumdisplay.php?43-Lighting-and-Rendering">Lighting and Rendering</category>
			<dc:creator>chipmasque</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255303-Weird-response-to-Indrect-Lighting-kinda-backwards</guid>
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		<item>
			<title>Help me make Blender more animator friendly.</title>
			<link>http://blenderartists.org/forum/showthread.php?255302-Help-me-make-Blender-more-animator-friendly.&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 01:08:37 GMT</pubDate>
			<description>Over in another thread LINK...</description>
			<content:encoded><![CDATA[<div>Over in another thread <a href="http://blenderartists.org/forum/showthread.php?253842-How-can-we-have-a-better-Blender-Character-Animator-userbase&amp;p=2121608&amp;posted=1#post2121608" target="_blank">LINK</a> we are talking about how we can have a better animation comunity in Blender. We have recently started talking about tools that are missing and things that are needed to make animation more enjoyable in Blender.<br />
<br />
I dont know who to talk to or were to add requests so I will post the stuff that has come up here in the hopes that you guys can tell me who I need to convince that this stuff should be implemented.<br />
<br />
<b>Action Channel Groups:<br />
</b><img src="http://www.blender.org/uploads/pics/action-groups.jpg" border="0" alt="" /><br />
This feature although not perfect worked really well at organising the action editor for character animation. Keying sets are meant to be the replacment but they are no were near as simple or easy to use and they dont do the job as well.<br />
<b><br />
Selection Sets</b><br />
Similar to the way &quot;Bone Groups&quot; work in the armature window only a bone could be in more than one group and would not have the color options. Again Keying sets is meant to do this but it is not simple, easy or any good at it.<br />
<br />
<b>Improved Custom Properties and Transform Channels</b><br />
Custom properties can be really powerfull for rigging but blender lacks alot of the features needed to leverage this power. Something I would love to see implemented would be something like the channel box from Maya.<br />
<a href="http://blenderartists.org/forum/attachment.php?attachmentid=182270"  title="Name:  
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<b><u>Things that the channel box allows you to do:</u></b><br />
Control more than one channel at a time by shift  selecting them<br />
Add custom attributes that automaticaly add a corresponding channel to the object<br />
Make channels  keyable, locked, nonkeyable, displayable or hidden<br />
Attributes can be an Interger, String, Float, boolean or  Text Dropdown with index<br />
All channels are treated the same regardless of weather they are custom or not<br />
If two objects are selected with the same attribute ie &quot;XRot&quot; then any changes in the channel box effect both.<br />
<br />
I know that we have the <b>Transform panel</b> and the <b>Custom Properties</b> panal in the 3d view but they cannot be made unkeyable and you cannot select more than one at once. Custom properties are no were near as versatile as the attributes of Maya.<br />
<br />
<b>Custom properties should be treated like other channels:</b><br />
At the moment when you add a custom property to an object or bone it can only be accessed via its data path. Custom properties should be treated like the other channels on an object. <br />
<br />
For example a bone has the custom property <b>Gender </b>in the current system to add this as a driver you would do this:<br />
<img src="http://i43.photobucket.com/albums/e353/MCHammond/WhatwehaveNOW.jpg" border="0" alt="" /><br />
<br />
If custom properties were treated like the other channels on an object you could do this:<br />
<img src="http://i43.photobucket.com/albums/e353/MCHammond/WhatweSHOULDhave.jpg" border="0" alt="" /><br />
<br />
The advantage of this would be that changes to the names of bones and properties would not result in the driver breacking and the driver would be more resilient when a rig is appended or linked. I also think it is a more human understandable approach.<br />
<br />
Thank you for reading my wall of text.</div>


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			<category domain="http://blenderartists.org/forum/forumdisplay.php?50-Beginning-Blender-Code-and-Development">Beginning Blender Code and Development</category>
			<dc:creator>MCHammond</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255302-Help-me-make-Blender-more-animator-friendly.</guid>
		</item>
		<item>
			<title><![CDATA[literally don't know anything about computers..]]></title>
			<link>http://blenderartists.org/forum/showthread.php?255301-literally-don-t-know-anything-about-computers..&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 00:52:24 GMT</pubDate>
			<description>and i want to get a new one that runs blender like a beast... 
My computer wont even let me sculpt its so slow...or something... 
 
and i would...</description>
			<content:encoded><![CDATA[<div>and i want to get a new one that runs blender like a beast...<br />
My computer wont even let me sculpt its so slow...or something...<br />
<br />
and i would preferably like a laptop so i can blend on the go :P<br />
<br />
any ideas?</div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?20-Off-topic-Chat">Off-topic Chat</category>
			<dc:creator>TheTaurusDude</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255301-literally-don-t-know-anything-about-computers..</guid>
		</item>
		<item>
			<title>Speeding up preparing scene data/raytree building?</title>
			<link>http://blenderartists.org/forum/showthread.php?255300-Speeding-up-preparing-scene-data-raytree-building&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 00:43:02 GMT</pubDate>
			<description>Summary: 1.)This becomes a problem when dealing with a lot of polygons. You will usually end up with a lot of polygons because Blender does not...</description>
			<content:encoded><![CDATA[<div>Summary: 1.)This becomes a problem when dealing with a lot of polygons. You will usually end up with a lot of polygons because Blender does not support adaptive subdivisions.  2.)These processes are only single-threaded. Having more cores does not help at all. 3.)Ticking &quot;Local Coordinates&quot; under performance does not seem to have any affect on my machine (i7 2600K).   Workarounds: 1.) Use displacements only when needed (obvious) 2.) Launch Blender ( or client) multiple times. Unfortunately your memory usage will multiply by the times you launch  it.  3.) When working on stills break objects and adjust LOD manually. This is pretty unflexible though.   If you know of any other method please post it here. What happened to adaptive Subdivision anyway? Wasnt it in development when Sintel was made?</div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?43-Lighting-and-Rendering">Lighting and Rendering</category>
			<dc:creator>anaho</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255300-Speeding-up-preparing-scene-data-raytree-building</guid>
		</item>
		<item>
			<title><![CDATA[[ damaged satellite ] - [ 30 Minutes ]]]></title>
			<link>http://blenderartists.org/forum/showthread.php?255298-damaged-satellite-30-Minutes&amp;goto=newpost</link>
			<pubDate>Thu, 17 May 2012 00:28:17 GMT</pubDate>
			<description>RH2 
Image: http://speedmodeling.org/smcfiles/RH2_SS-2012-05-16_17.18.16.png  
 
artao 
Image:...</description>
			<content:encoded><![CDATA[<div>RH2<br />
<img src="http://speedmodeling.org/smcfiles/RH2_SS-2012-05-16_17.18.16.png" border="0" alt="" /><br />
<br />
artao<br />
<img src="http://speedmodeling.org/smcfiles/artao_SMC%20Damaged%20Satellite%20001.png" border="0" alt="" /></div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?22-Speed-Modeling-Contests">Speed Modeling Contests</category>
			<dc:creator>protocoldoug</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255298-damaged-satellite-30-Minutes</guid>
		</item>
		<item>
			<title>IPO in 2.6*</title>
			<link>http://blenderartists.org/forum/showthread.php?255296-IPO-in-2.6*&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 23:20:27 GMT</pubDate>
			<description><![CDATA[From the Blender Wiki: 
 
"A new type of Ipo Curve, FluidSim, is available for fluid domain objects." 
 
Is this still applicable for 2.63?    I...]]></description>
			<content:encoded><![CDATA[<div>From the Blender Wiki:<br />
<br />
<i>&quot;A new type of Ipo Curve, FluidSim, is available for fluid domain objects.&quot;</i><br />
<br />
Is this still applicable for 2.63?    I assume it'd now be somewhere in the graph editor?<br />
<br />
edit:<br />
trying to modify the parameters of my fluid object.   I see no curves, or the option for FluidSim, when I select the domain or the Fluid Object.</div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?42-Particles-and-Simulations">Particles and Simulations</category>
			<dc:creator>Gnaws</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255296-IPO-in-2.6*</guid>
		</item>
		<item>
			<title>Cycles and normalmaps - Actually works! + realistic materials.</title>
			<link>http://blenderartists.org/forum/showthread.php?255295-Cycles-and-normalmaps-Actually-works!-realistic-materials.&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 23:14:26 GMT</pubDate>
			<description>Hello blenderheads! Do you like normalmaps? And do you like Cycles? If yes then read on: 
 
Lately i found out that normalmaps actually works in...</description>
			<content:encoded><![CDATA[<div>Hello blenderheads! Do you like normalmaps? And do you like Cycles? If yes then read on:<br />
<br />
Lately i found out that normalmaps actually works in cycles. (Thanks to Hiddenus) <br />
You just have to plug in a <i>Normal node</i> (duh!) and continue as usual.<br />
<br />
Here is my test:<br />
<br />
<a href="http://blenderartists.org/forum/attachment.php?attachmentid=182265"  title="Name:  
Views: 
Size:  ">Attachment 182265</a><br />
<br />
How it works:<br />
<br />
<a href="http://blenderartists.org/forum/attachment.php?attachmentid=182266"  title="Name:  
Views: 
Size:  ">Attachment 182266</a></div>


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			<category domain="http://blenderartists.org/forum/forumdisplay.php?28-Blender-Tests">Blender Tests</category>
			<dc:creator>Guiseppe</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255295-Cycles-and-normalmaps-Actually-works!-realistic-materials.</guid>
		</item>
		<item>
			<title>How do I play animation real-time in 3D Viewport?</title>
			<link>http://blenderartists.org/forum/showthread.php?255293-How-do-I-play-animation-real-time-in-3D-Viewport&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 22:07:58 GMT</pubDate>
			<description>I have the framerate set at 24 fps in the render properties, but when I play back my animation in the 3d viewport it runs at like half that speed....</description>
			<content:encoded><![CDATA[<div>I have the framerate set at 24 fps in the render properties, but when I play back my animation in the 3d viewport it runs at like half that speed. It's really screwing up my timing. Is there an option for this somewhere or is it just because my computer's a piece of junk? Thanks.</div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?14-Animation-and-Rigging">Animation and Rigging</category>
			<dc:creator>Cole</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255293-How-do-I-play-animation-real-time-in-3D-Viewport</guid>
		</item>
		<item>
			<title>Question on camera projection_matrix</title>
			<link>http://blenderartists.org/forum/showthread.php?255292-Question-on-camera-projection_matrix&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 21:26:52 GMT</pubDate>
			<description>Hello, 
 
I have a problem with a small osc callback which changes the camera data.  
Setting camera lens and  manipulating the projection matrix...</description>
			<content:encoded><![CDATA[<div>Hello,<br />
<br />
I have a problem with a small osc callback which changes the camera data. <br />
Setting camera lens and  manipulating the projection matrix seems not to work at the same time. I can either change the lens or manipulate projection matrix per frame. <br />
I'm not much into the internals, maybe someone can help me out or give a pointer how the projection_matrix is applied.<br />
<br />
<br />
OSC Callback:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">&nbsp; &nbsp; <br />
def update_camera(self, path, args):<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; scene = bge.logic.getCurrentScene()<br />
&nbsp; &nbsp; &nbsp; &nbsp; camera =&nbsp; scene.cameras[args[0]]<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.lens = args[1]<br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.ortho_scale = args[2]<br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.near = args[3]<br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.far = args[4]<br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.perspective = args[5]<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; # if lens is changed the lensshift code will be ignored<br />
&nbsp; &nbsp; &nbsp; &nbsp; projection_matrix = camera.projection_matrix<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; shift_x = args[6]<br />
&nbsp; &nbsp; &nbsp; &nbsp; shift_y = args[7]<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; projection_matrix[0][2] = 2*shift_x<br />
&nbsp; &nbsp; &nbsp; &nbsp; projection_matrix[1][2] = 2*shift_y<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; camera.projection_matrix = projection_matrix</code><hr />
</div> Thanks in advance. offtools.</div>

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			<category domain="http://blenderartists.org/forum/forumdisplay.php?12-Game-Engine-Support-and-Discussion">Game Engine Support and Discussion</category>
			<dc:creator>offtools</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255292-Question-on-camera-projection_matrix</guid>
		</item>
		<item>
			<title>Pixel perfect 2d meshes</title>
			<link>http://blenderartists.org/forum/showthread.php?255291-Pixel-perfect-2d-meshes&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 21:25:12 GMT</pubDate>
			<description>I have an atlas containing several images I want to create pixel perfect meshes for. My current method is as follows: 
 
1. Put atlas in orthographic...</description>
			<content:encoded><![CDATA[<div>I have an atlas containing several images I want to create pixel perfect meshes for. My current method is as follows:<br />
<br />
1. Put atlas in orthographic scene background and in uv background.<br />
2. control-click verts around a single image and create the face I want.<br />
3. use UV Unwrap-&gt;Project from view.<br />
4. take the UV verts given and try to scale and translate them properly.<br />
<br />
Trying to scale and translate uv verts into perfect placement isn't giving me very good results. The documentation says that &quot;project from view&quot; is scaled and placed based on the current scene view. Is there a way to make the uv verts I get from &quot;project from view&quot; to be placed pixel perfect in scale and position?</div>

 ]]></content:encoded>
			<category domain="http://blenderartists.org/forum/forumdisplay.php?29-Modeling">Modeling</category>
			<dc:creator>avatar359</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255291-Pixel-perfect-2d-meshes</guid>
		</item>
		<item>
			<title>Astral skys?</title>
			<link>http://blenderartists.org/forum/showthread.php?255290-Astral-skys&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 21:19:27 GMT</pubDate>
			<description><![CDATA[What's the best way to add sky's like this to a scene? I love the way they look. :D]]></description>
			<content:encoded><![CDATA[<div>What's the best way to add sky's like this to a scene? I love the way they look. :D</div>


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			<category domain="http://blenderartists.org/forum/forumdisplay.php?30-Materials-and-Textures">Materials and Textures</category>
			<dc:creator>SimplySerenity</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255290-Astral-skys</guid>
		</item>
		<item>
			<title><![CDATA[I can't seem to post.]]></title>
			<link>http://blenderartists.org/forum/showthread.php?255289-I-can-t-seem-to-post.&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 21:13:46 GMT</pubDate>
			<description><![CDATA[Hi, I tried posting a question in another section ( 2x ) but it seems it didn't came on the site. 
 
Is this normal ?]]></description>
			<content:encoded><![CDATA[<div>Hi, I tried posting a question in another section ( 2x ) but it seems it didn't came on the site.<br />
<br />
Is this normal ?</div>

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			<category domain="http://blenderartists.org/forum/forumdisplay.php?20-Off-topic-Chat">Off-topic Chat</category>
			<dc:creator>MeesterHenk</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255289-I-can-t-seem-to-post.</guid>
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			<title>No CUDA for Ubuntu users?</title>
			<link>http://blenderartists.org/forum/showthread.php?255287-No-CUDA-for-Ubuntu-users&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 21:01:25 GMT</pubDate>
			<description><![CDATA[I've been running Ubuntu for a year now on a dual boot Win7 Ubuntu system. I've always used Ubuntu to run Blender because it was supposed to be...]]></description>
			<content:encoded><![CDATA[<div>I've been running Ubuntu for a year now on a dual boot Win7 Ubuntu system. I've always used Ubuntu to run Blender because it was supposed to be faster than windows. When I installed the newest 2.63a release I tried a benchmark test between Windows 7 and Ubuntu and found that Windows was much faster. After looking into it It seems that there are more politics involved than performance as Nvidia (I have a Nvidia GeForce GTX 560 Ti card) won't release their CUDA code to the open source world...the bastards.<br />
<br />
Is there anyone that knows more about a easy to install driver for Nvidia users or a solution?</div>

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			<category domain="http://blenderartists.org/forum/forumdisplay.php?44-Technical-Support">Technical Support</category>
			<dc:creator>dersch08</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255287-No-CUDA-for-Ubuntu-users</guid>
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			<title>Problem of rotation constraints</title>
			<link>http://blenderartists.org/forum/showthread.php?255286-Problem-of-rotation-constraints&amp;goto=newpost</link>
			<pubDate>Wed, 16 May 2012 20:57:08 GMT</pubDate>
			<description><![CDATA[Hello there. 
 
I'm working on a very low-poly (It's intended to be voxel style) spider model (What a stupid guy, there are so much legs :p) and I...]]></description>
			<content:encoded><![CDATA[<div>Hello there.<br />
<br />
I'm working on a very low-poly (It's intended to be voxel style) spider model (What a stupid guy, there are so much legs :p) and I have got troubles when coming to the rigging phase. <br />
<br />
I have follow the excellent tutorial about <a href="http://lowpolyproject.blogspot.fr/2011/03/tutorial-rigging-mechanical.html" target="_blank">mechanical rigging</a> made by revolt_randy because the mesh will not be deformed, just like if it was a robotic spider.<br />
<br />
The legs are made with four parts, each part being an object. I have putted all my bones, a control bone at the end of each legs and I'm using IK constraint to control the complete leg.<br />
<br />
I would like to limit the rotation of each part on each of the three axis and this is where I get stuck. Even if I had rotation constraints to the leg bones, they continue to move freely, as if they were not existing.<br />
<br />
What am I doing wrong ? Did I miss something ?<br />
You can find my blend file attached if you want to try to help me. :)</div>


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	<img class="inlineimg" src="/blend.gif" alt="File Type: blend" />
	<a href="http://blenderartists.org/forum/attachment.php?attachmentid=182256&amp;d=1337201743">Giant Spider.blend</a> 
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			<category domain="http://blenderartists.org/forum/forumdisplay.php?14-Animation-and-Rigging">Animation and Rigging</category>
			<dc:creator>Tuttu</dc:creator>
			<guid isPermaLink="true">http://blenderartists.org/forum/showthread.php?255286-Problem-of-rotation-constraints</guid>
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