<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for funkboxing</title>
	<atom:link href="http://funkboxing.com/wordpress/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://funkboxing.com/wordpress</link>
	<description>we apologize for the inconvenience</description>
	<lastBuildDate>Wed, 02 May 2012 06:22:30 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
	<item>
		<title>Comment on Blender Dynamic Paint w/ Conway&#8217;s Life by Tri</title>
		<link>http://funkboxing.com/wordpress/?p=1248#comment-217</link>
		<dc:creator>Tri</dc:creator>
		<pubDate>Wed, 02 May 2012 06:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://funkboxing.com/wordpress/?p=1248#comment-217</guid>
		<description>Hey Patrick, the sound isnt working in the game for me after the cube dies, I have no idea why. Here is my sciprts:ObstacleScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    obstacle = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    if  hp&#039; not in obstacle:        start(obstacle)    ########    obstacle.color = (1, obstacle[&#039;hp&#039;], obstacle[&#039;hp&#039;], 1)    if obstacle[&#039;hp&#039;] &lt;= 0:        die(obstacle, scene)def start(obstacle):    obstacle[&#039;hp&#039;] = 1.0def die(obstacle, scene):    explosion = scene.addObject(&quot;ExplosionSound&quot;, obstacle.name, 60)    explosion.actuators[&quot;Sound&quot;].startSound()    obstacle.endObject()main()BulletScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    bullet = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    touch = cont.sensors[&quot;Touch&quot;]    hit = touch.positive    damage = 0.1    if &#039;active&#039; not in bullet:        start(bullet)    if hit and bullet[&#039;active&#039;] == True:        bullet[&#039;active&#039;] = False        bullet.color = (1,1,1,1)        touch.hitObject[&#039;hp&#039;] -= damagedef start(bullet):    bullet[&#039;active&#039;] = Truemain()PlayerScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    player = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    movSpeed = 0.15    rotSpeed = 0.1    BulletSpeed = 1000    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.UPARROWKEY]:        player.applyMovement((0, movSpeed, 0), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DOWNARROWKEY]:        player.applyMovement((0, -movSpeed, 0), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.RIGHTARROWKEY]:        player.applyRotation((0, 0, rotSpeed), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.LEFTARROWKEY]:        player.applyRotation((0, 0, -rotSpeed), True)    if bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.LEFTCTRLKEY]:        bullet = scene.addObject(&quot;Bullet&quot;, &quot;BulletSpawn&quot;, 150)        bullet.applyForce((0, BulletSpeed, 250), True)        bullet.color = (1, 0, 0, 1)    player.color = (2, 1, 0, 0)main()</description>
		<content:encoded><![CDATA[<p>Hey Patrick, the sound isnt working in the game for me after the cube dies, I have no idea why. Here is my sciprts:ObstacleScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    obstacle = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    if  hp&#8217; not in obstacle:        start(obstacle)    ########    obstacle.color = (1, obstacle['hp'], obstacle['hp'], 1)    if obstacle['hp'] &lt;= 0:        die(obstacle, scene)def start(obstacle):    obstacle[&#039;hp&#039;] = 1.0def die(obstacle, scene):    explosion = scene.addObject(&quot;ExplosionSound&quot;, obstacle.name, 60)    explosion.actuators[&quot;Sound&quot;].startSound()    obstacle.endObject()main()BulletScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    bullet = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    touch = cont.sensors[&quot;Touch&quot;]    hit = touch.positive    damage = 0.1    if &#039;active&#039; not in bullet:        start(bullet)    if hit and bullet[&#039;active&#039;] == True:        bullet[&#039;active&#039;] = False        bullet.color = (1,1,1,1)        touch.hitObject[&#039;hp&#039;] -= damagedef start(bullet):    bullet[&#039;active&#039;] = Truemain()PlayerScript.py:import bgedef main():    cont = bge.logic.getCurrentController()    player = cont.owner    keyboard = bge.logic.keyboard    scene = bge.logic.getCurrentScene()    movSpeed = 0.15    rotSpeed = 0.1    BulletSpeed = 1000    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.UPARROWKEY]:        player.applyMovement((0, movSpeed, 0), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DOWNARROWKEY]:        player.applyMovement((0, -movSpeed, 0), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.RIGHTARROWKEY]:        player.applyRotation((0, 0, rotSpeed), True)    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.LEFTARROWKEY]:        player.applyRotation((0, 0, -rotSpeed), True)    if bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.LEFTCTRLKEY]:        bullet = scene.addObject(&quot;Bullet&quot;, &quot;BulletSpawn&quot;, 150)        bullet.applyForce((0, BulletSpeed, 250), True)        bullet.color = (1, 0, 0, 1)    player.color = (2, 1, 0, 0)main()</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Physics and Algorithm Based Animation by Alondritha</title>
		<link>http://funkboxing.com/wordpress/?p=228#comment-215</link>
		<dc:creator>Alondritha</dc:creator>
		<pubDate>Wed, 02 May 2012 00:54:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=228#comment-215</guid>
		<description>Thanks for the very useful tip, Jonathan.I tried the mehtod of keyframing the visibility icon in the outliner, but in practice the render icon also needs to be keyframed too. The problem when I tried it was that in the dope sheet and graph editor, the entries disappear at the same time as the object, which at the moment makes the approach unusable, which is a shame, as it would be a simple, direct mehtod.It is so useful to be able to control visibility in a simple way on an object by object basis, particularly in complex scenes, and I&#039;m not sure that the outliner or the main properties panel is the best place for it   perhaps a checkbox (still animatable) on the slim transform properties strip might be a good place.In Maya, visibilty can be managed via the channel box, which is straight-forward, and via the attributes panel, which also includes other useful checkboxes like (not visible but) render in reflection, which is really helpful in breaking down scenes for render passes.In fact, a dedicated and separate channel box and editor would be a very useful addition to the Blender window set, as it would be helpful to sometimes set up just the handful of key-frameable attributes needed for a particular animation in an easily accessible and visible place without having to manage a number of different windows for the task.</description>
		<content:encoded><![CDATA[<p>Thanks for the very useful tip, Jonathan.I tried the mehtod of keyframing the visibility icon in the outliner, but in practice the render icon also needs to be keyframed too. The problem when I tried it was that in the dope sheet and graph editor, the entries disappear at the same time as the object, which at the moment makes the approach unusable, which is a shame, as it would be a simple, direct mehtod.It is so useful to be able to control visibility in a simple way on an object by object basis, particularly in complex scenes, and I&#8217;m not sure that the outliner or the main properties panel is the best place for it   perhaps a checkbox (still animatable) on the slim transform properties strip might be a good place.In Maya, visibilty can be managed via the channel box, which is straight-forward, and via the attributes panel, which also includes other useful checkboxes like (not visible but) render in reflection, which is really helpful in breaking down scenes for render passes.In fact, a dedicated and separate channel box and editor would be a very useful addition to the Blender window set, as it would be helpful to sometimes set up just the handful of key-frameable attributes needed for a particular animation in an easily accessible and visible place without having to manage a number of different windows for the task.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Ragdoll vs. Another Thing by Alvaro</title>
		<link>http://funkboxing.com/wordpress/?p=798#comment-213</link>
		<dc:creator>Alvaro</dc:creator>
		<pubDate>Tue, 01 May 2012 18:12:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=798#comment-213</guid>
		<description>Though I am increasingly imrespsed in relation to the creativity and productivity of the Blender Institute, I am reluctant to purchase a copy of the associated DVD of the  Mango Open Movie Project  because of concerns in relation to the direction of the film. Particularly I am worried by evident complexity of the plot in comparison to the predetermined time length target. In addition to the difficulty of conveying the central themes and narrative of the film, a substantial reliance upon low budget dialogue may produce similar failings to Ian Hubert&#039;s previous project  Project London . It is important to realise that superb cinematography can express the narrative much more pleasingly then poor dialogue. I.e. the principle of the proverb  A picture is worth one thousand words . Furthermore the obvious potential for current and future attempts by the team to lengthen the time length of the film to compensate for the complexity of the plot will produce issues experienced by  Sintel , particularly in the completion of the project in relation to the development of Blender during the period. In conclusion, concerns in relation to the project could be substantially lessened by obeying the time length target, reducing the complexity of the plot, and little reliance upon dialogue in favour of reliance upon cinematography and the potential of Blender.</description>
		<content:encoded><![CDATA[<p>Though I am increasingly imrespsed in relation to the creativity and productivity of the Blender Institute, I am reluctant to purchase a copy of the associated DVD of the  Mango Open Movie Project  because of concerns in relation to the direction of the film. Particularly I am worried by evident complexity of the plot in comparison to the predetermined time length target. In addition to the difficulty of conveying the central themes and narrative of the film, a substantial reliance upon low budget dialogue may produce similar failings to Ian Hubert&#8217;s previous project  Project London . It is important to realise that superb cinematography can express the narrative much more pleasingly then poor dialogue. I.e. the principle of the proverb  A picture is worth one thousand words . Furthermore the obvious potential for current and future attempts by the team to lengthen the time length of the film to compensate for the complexity of the plot will produce issues experienced by  Sintel , particularly in the completion of the project in relation to the development of Blender during the period. In conclusion, concerns in relation to the project could be substantially lessened by obeying the time length target, reducing the complexity of the plot, and little reliance upon dialogue in favour of reliance upon cinematography and the potential of Blender.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lament for the Challenger by Thanh</title>
		<link>http://funkboxing.com/wordpress/?p=802#comment-211</link>
		<dc:creator>Thanh</dc:creator>
		<pubDate>Tue, 01 May 2012 14:26:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=802#comment-211</guid>
		<description>I was in a computer sccenie class at BYU.  We were not watching it live, but the prof must have heard from someone that it had happened and he turned the monitors that hung from the ceiling in the classroom on to TV and we all sat and watched in shocked, and dismayed silence as the news ran the footage over and over and over.  I will never forget the smoke pattern in the sky as it exploded and split and then fell.  It was horrific, to say the least.I remember where I was when Reagan was shot, too.  This will date me quite precisely, but I was in eighth grade drama class.  In those days very few classrooms had TVs but drama was one of the classrooms that had one.  The teacher turned on the TV, and we all watched that footage over and over as well.  Same shocked silence.  I wasn&#039;t born when Kennedy was shot, but I think these events as well as, of course, 9/11 are the moments my generation will never forget.  I was glued to the TV all day that day, too, and I will never forget the eerie sound of airplanes flying over again when commercial flights resumed.  We live right under a flight path to SL airport, and the silence from the sky had actually been comforting in the days following the attacks.  It took a lot longer to get used to the sound of planes flying again than it did to get used to the silence.  I remember thinking that nothing would ever be the same again after the towers fell.  In some ways, I was right.</description>
		<content:encoded><![CDATA[<p>I was in a computer sccenie class at BYU.  We were not watching it live, but the prof must have heard from someone that it had happened and he turned the monitors that hung from the ceiling in the classroom on to TV and we all sat and watched in shocked, and dismayed silence as the news ran the footage over and over and over.  I will never forget the smoke pattern in the sky as it exploded and split and then fell.  It was horrific, to say the least.I remember where I was when Reagan was shot, too.  This will date me quite precisely, but I was in eighth grade drama class.  In those days very few classrooms had TVs but drama was one of the classrooms that had one.  The teacher turned on the TV, and we all watched that footage over and over as well.  Same shocked silence.  I wasn&#8217;t born when Kennedy was shot, but I think these events as well as, of course, 9/11 are the moments my generation will never forget.  I was glued to the TV all day that day, too, and I will never forget the eerie sound of airplanes flying over again when commercial flights resumed.  We live right under a flight path to SL airport, and the silence from the sky had actually been comforting in the days following the attacks.  It took a lot longer to get used to the sound of planes flying again than it did to get used to the silence.  I remember thinking that nothing would ever be the same again after the towers fell.  In some ways, I was right.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Diffusion-Limited Aggregation Mesh Generator by Tiffany</title>
		<link>http://funkboxing.com/wordpress/?p=251#comment-204</link>
		<dc:creator>Tiffany</dc:creator>
		<pubDate>Tue, 01 May 2012 05:14:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=251#comment-204</guid>
		<description>I figured it out.  While piknog around for an update function I found out how to set a key for the energy button.  To set a key for the lamps energy you do the following:  bpy.data.lamps[&#039;Lamp&#039;].keyframe_insert(data_path =  energy )I figured out the data path by right clicking on the energy button and clicking  Copy Data Path   So I loop through the frames setting a key on each frame then it was just a matter of playing the animation.  Hovering over the play button showed that was as simple as doing this:bpy.ops.screen.animation_play()Here is my final code. (It&#039;s probably going to mess up the identation)import bpyimport randomframe = 0endframe = 30bpy.ops.anim.change_frame(frame = frame) # make sure we are at frame zerofor i in range(frame,endframe+1): # add one because range doesn&#039;t include last number    # For loop sets random energy keyframes for  Lamp&#039;    bpy.data.lamps[&#039;Lamp&#039;].energy = random.random()    bpy.data.lamps[&#039;Lamp&#039;].keyframe_insert(data_path =  energy )    bpy.ops.anim.change_frame(frame = frame)    frame = frame + 1bpy.ops.anim.change_frame(frame = 0) # make sure we are at frame zerobpy.ops.screen.animation_play()I ended up not needing the time module after all.  I learned a lot from doing this!</description>
		<content:encoded><![CDATA[<p>I figured it out.  While piknog around for an update function I found out how to set a key for the energy button.  To set a key for the lamps energy you do the following:  bpy.data.lamps['Lamp'].keyframe_insert(data_path =  energy )I figured out the data path by right clicking on the energy button and clicking  Copy Data Path   So I loop through the frames setting a key on each frame then it was just a matter of playing the animation.  Hovering over the play button showed that was as simple as doing this:bpy.ops.screen.animation_play()Here is my final code. (It&#8217;s probably going to mess up the identation)import bpyimport randomframe = 0endframe = 30bpy.ops.anim.change_frame(frame = frame) # make sure we are at frame zerofor i in range(frame,endframe+1): # add one because range doesn&#8217;t include last number    # For loop sets random energy keyframes for  Lamp&#8217;    bpy.data.lamps['Lamp'].energy = random.random()    bpy.data.lamps['Lamp'].keyframe_insert(data_path =  energy )    bpy.ops.anim.change_frame(frame = frame)    frame = frame + 1bpy.ops.anim.change_frame(frame = 0) # make sure we are at frame zerobpy.ops.screen.animation_play()I ended up not needing the time module after all.  I learned a lot from doing this!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Blender in Orbit Mission &#8211; Recruiting Suzanne&#8217;s Space Monkey Corps! by teldredge</title>
		<link>http://funkboxing.com/wordpress/?p=615#comment-203</link>
		<dc:creator>teldredge</dc:creator>
		<pubDate>Fri, 27 Apr 2012 00:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=615#comment-203</guid>
		<description>Thanks, that&#039;s a pretty good idea. I was actually hoping to get some astronauts to use Blender in space though. It&#039;s sort of meant to inspire more space-science people to get into the Blender community and vice-versa. Good ideas though. Thanks again.</description>
		<content:encoded><![CDATA[<p>Thanks, that&#8217;s a pretty good idea. I was actually hoping to get some astronauts to use Blender in space though. It&#8217;s sort of meant to inspire more space-science people to get into the Blender community and vice-versa. Good ideas though. Thanks again.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Blender in Orbit Mission &#8211; Recruiting Suzanne&#8217;s Space Monkey Corps! by TiagoTiago</title>
		<link>http://funkboxing.com/wordpress/?p=615#comment-202</link>
		<dc:creator>TiagoTiago</dc:creator>
		<pubDate>Tue, 24 Apr 2012 07:27:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=615#comment-202</guid>
		<description>You could probably hang a Blender capable netbook (or some other type of minimal computer) on one of those big weather balloons and let the air itself push Blender into space (battery life might be an issue perhaps)</description>
		<content:encoded><![CDATA[<p>You could probably hang a Blender capable netbook (or some other type of minimal computer) on one of those big weather balloons and let the air itself push Blender into space (battery life might be an issue perhaps)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Progranimation &#8211; A study in physics based animation by Progranimation – A study in physics based animation &#124; I3DDB</title>
		<link>http://funkboxing.com/wordpress/?p=267#comment-183</link>
		<dc:creator>Progranimation – A study in physics based animation &#124; I3DDB</dc:creator>
		<pubDate>Mon, 13 Feb 2012 11:16:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=267#comment-183</guid>
		<description>[...] Animation data generated in real-time simulations. Finite state machine/PD pose control and rigid body constraint walking machines. made with Blender 2.56 / Python files available here http://www.funkboxing.com/wordpress/?p=267 [...]</description>
		<content:encoded><![CDATA[<p>[...] Animation data generated in real-time simulations. Finite state machine/PD pose control and rigid body constraint walking machines. made with Blender 2.56 / Python files available here <a href="http://www.funkboxing.com/wordpress/?p=267" rel="nofollow">http://www.funkboxing.com/wordpress/?p=267</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on ProgrAnimals &#8211; A framework for physics based creatures by Warnotte R</title>
		<link>http://funkboxing.com/wordpress/?p=866#comment-180</link>
		<dc:creator>Warnotte R</dc:creator>
		<pubDate>Thu, 19 Jan 2012 14:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.funkboxing.com/wordpress/?p=866#comment-180</guid>
		<description>I really like this thing. I&#039;ve played hour with it for now and still trying to make it work very well (like in your video). Please don&#039;t stop your effort ;)</description>
		<content:encoded><![CDATA[<p>I really like this thing. I&#8217;ve played hour with it for now and still trying to make it work very well (like in your video). Please don&#8217;t stop your effort <img src='http://funkboxing.com/wordpress/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Blender Dynamic Paint w/ Conway&#8217;s Life by teldredge</title>
		<link>http://funkboxing.com/wordpress/?p=1248#comment-179</link>
		<dc:creator>teldredge</dc:creator>
		<pubDate>Sun, 15 Jan 2012 16:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://funkboxing.com/wordpress/?p=1248#comment-179</guid>
		<description>Fixed, sorry about that.</description>
		<content:encoded><![CDATA[<p>Fixed, sorry about that.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

