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	<title>Comments for Everyday Flash</title>
	<atom:link href="http://www.everydayflash.com/blog/index.php/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.everydayflash.com/blog</link>
	<description>Creative use of technology. A blog about 3D Flash and Actionscript by Bartek Drozdz</description>
	<lastBuildDate>Wed, 10 Mar 2010 12:46:57 +0000</lastBuildDate>
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		<item>
		<title>Comment on Loading and manipulating images in Unity3D by Dominic</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/09/loading-and-manipulating-images-in-unity3d/comment-page-1/#comment-184187</link>
		<dc:creator>Dominic</dc:creator>
		<pubDate>Wed, 10 Mar 2010 12:46:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=935#comment-184187</guid>
		<description>This is a cool blog post!
It&#039;s nice to see a creative mind using C#, maybe it will help change peoples minds that it is not some dull boring microsoft language.
Looking forward to the next post.</description>
		<content:encoded><![CDATA[<p>This is a cool blog post!<br />
It&#8217;s nice to see a creative mind using C#, maybe it will help change peoples minds that it is not some dull boring microsoft language.<br />
Looking forward to the next post.</p>
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	</item>
	<item>
		<title>Comment on Loading and manipulating images in Unity3D by col000r</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/09/loading-and-manipulating-images-in-unity3d/comment-page-1/#comment-183944</link>
		<dc:creator>col000r</dc:creator>
		<pubDate>Wed, 10 Mar 2010 09:51:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=935#comment-183944</guid>
		<description>Great post! Thanks for sharing!</description>
		<content:encoded><![CDATA[<p>Great post! Thanks for sharing!</p>
]]></content:encoded>
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	<item>
		<title>Comment on Unity3D: beyond games by bartek drozdz</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-183859</link>
		<dc:creator>bartek drozdz</dc:creator>
		<pubDate>Wed, 10 Mar 2010 08:53:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-183859</guid>
		<description>Thanks guys! I&#039;m happy to see others are thinking this way too. 

@Jeff Thanks, this post is great! I really dig the concept of &quot;gamification&quot;</description>
		<content:encoded><![CDATA[<p>Thanks guys! I&#8217;m happy to see others are thinking this way too. </p>
<p>@Jeff Thanks, this post is great! I really dig the concept of &#8220;gamification&#8221;</p>
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	<item>
		<title>Comment on Unity3D: beyond games by Dansl</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-181677</link>
		<dc:creator>Dansl</dc:creator>
		<pubDate>Tue, 09 Mar 2010 07:10:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-181677</guid>
		<description>I couldn&#039;t agree more. I just recently took some time to learn Unity3D, and I&#039;m a huge fan! Not only target games, but applications, tools, or even interactive websites. :)</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t agree more. I just recently took some time to learn Unity3D, and I&#8217;m a huge fan! Not only target games, but applications, tools, or even interactive websites. :)</p>
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	<item>
		<title>Comment on Unity3D: beyond games by Karl Knocking</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180713</link>
		<dc:creator>Karl Knocking</dc:creator>
		<pubDate>Mon, 08 Mar 2010 19:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180713</guid>
		<description>Yeah, the new version of Unity really looks promising.. but I think the penetration is still an issue. The first users who  have the Unity plugin installed will be the gamers. Let&#039;s hope that it will spread from there.</description>
		<content:encoded><![CDATA[<p>Yeah, the new version of Unity really looks promising.. but I think the penetration is still an issue. The first users who  have the Unity plugin installed will be the gamers. Let&#8217;s hope that it will spread from there.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Unity3D: beyond games by peter kaptein</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180526</link>
		<dc:creator>peter kaptein</dc:creator>
		<pubDate>Mon, 08 Mar 2010 16:07:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180526</guid>
		<description>Super post. 

I fully agree with your research-direction regarding dynamic generation of visuals with content in Unity. Will certainly follow your progress

Of course we will get the same kind of response with Unity at some point when &quot;HTML 5.2&quot; comes out as we had with Flash. &quot;It is not open&quot; (big smirk on my face)</description>
		<content:encoded><![CDATA[<p>Super post. </p>
<p>I fully agree with your research-direction regarding dynamic generation of visuals with content in Unity. Will certainly follow your progress</p>
<p>Of course we will get the same kind of response with Unity at some point when &#8220;HTML 5.2&#8243; comes out as we had with Flash. &#8220;It is not open&#8221; (big smirk on my face)</p>
]]></content:encoded>
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		<title>Comment on Unity3D: beyond games by Devin Reimer</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180472</link>
		<dc:creator>Devin Reimer</dc:creator>
		<pubDate>Mon, 08 Mar 2010 15:28:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180472</guid>
		<description>I&#039;m glad I&#039;m not the only one what feels this way. I&#039;ve been talking a lot lately about Unity not being just a game development tool. I use the example that Flash was created as an animation tool and I now I use it for RIA development. If a good platform exists people will find cool things to do with it.
I am looking forward to your examples on draw vectors (lines, shapes, etc) in Unity as it is something I&#039;ve been looking into myself.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad I&#8217;m not the only one what feels this way. I&#8217;ve been talking a lot lately about Unity not being just a game development tool. I use the example that Flash was created as an animation tool and I now I use it for RIA development. If a good platform exists people will find cool things to do with it.<br />
I am looking forward to your examples on draw vectors (lines, shapes, etc) in Unity as it is something I&#8217;ve been looking into myself.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Unity3D: beyond games by Jeff</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180269</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Mon, 08 Mar 2010 13:14:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180269</guid>
		<description>I agree Bartek, that Unity could be much more than just games. I love the software and the possibilities, but I don&#039;t see myself as a game developer either...

David Helgason, CEO of Unity, calls this gamification. He has a blog post about it here:
http://blogs.unity3d.com/2010/01/14/2010-trends/

Looking forward to the answers on your questions :).</description>
		<content:encoded><![CDATA[<p>I agree Bartek, that Unity could be much more than just games. I love the software and the possibilities, but I don&#8217;t see myself as a game developer either&#8230;</p>
<p>David Helgason, CEO of Unity, calls this gamification. He has a blog post about it here:<br />
<a href="http://blogs.unity3d.com/2010/01/14/2010-trends/" rel="nofollow">http://blogs.unity3d.com/2010/01/14/2010-trends/</a></p>
<p>Looking forward to the answers on your questions :).</p>
]]></content:encoded>
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		<title>Comment on Bend modifier for Papervision3D by peak9ine (Andrew Naeger)</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/06/11/bending-modifier-papervision3d/comment-page-1/#comment-180379</link>
		<dc:creator>peak9ine (Andrew Naeger)</dc:creator>
		<pubDate>Mon, 08 Mar 2010 12:23:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=30#comment-180379</guid>
		<description>Great Unity/Flash/PV blog: http://www.everydayflash.com/blog/index.php/2008/06/11/bending-modifier-papervision3d/</description>
		<content:encoded><![CDATA[<p>Great Unity/Flash/PV blog: <a href="http://www.everydayflash.com/blog/index.php/2008/06/11/bending-modifier-papervision3d/" rel="nofollow">http://www.everydayflash.com/blog/index.php/2008/06/11/bending-modifier-papervision3d/</a></p>
]]></content:encoded>
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	<item>
		<title>Comment on Unity3D: beyond games by Milan Orszagh (TheAustrianGuy)</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180172</link>
		<dc:creator>Milan Orszagh (TheAustrianGuy)</dc:creator>
		<pubDate>Mon, 08 Mar 2010 12:10:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180172</guid>
		<description>I hope we&#039;ll get some Unity-love spread over the web so that it becomes as common as it gets (penetration)! 
Very nice post Bartek and looking forward to see the solutions :)</description>
		<content:encoded><![CDATA[<p>I hope we&#8217;ll get some Unity-love spread over the web so that it becomes as common as it gets (penetration)!<br />
Very nice post Bartek and looking forward to see the solutions :)</p>
]]></content:encoded>
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	<item>
		<title>Comment on Unity3D: beyond games by C4RL05</title>
		<link>http://www.everydayflash.com/blog/index.php/2010/03/08/unity3d-beyond-games/comment-page-1/#comment-180151</link>
		<dc:creator>C4RL05</dc:creator>
		<pubDate>Mon, 08 Mar 2010 11:56:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=923#comment-180151</guid>
		<description>Great post Bartek, I can&#039;t agree more. The benefits of interactive 3D are not  just for games, but for all kind of applications, mainly in the visualisation to navigation areas.</description>
		<content:encoded><![CDATA[<p>Great post Bartek, I can&#8217;t agree more. The benefits of interactive 3D are not  just for games, but for all kind of applications, mainly in the visualisation to navigation areas.</p>
]]></content:encoded>
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		<title>Comment on Getting started with C# for Unity3D by NAZ</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/07/21/c-sharp-for-unity3d/comment-page-1/#comment-174525</link>
		<dc:creator>NAZ</dc:creator>
		<pubDate>Fri, 05 Mar 2010 14:43:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=434#comment-174525</guid>
		<description>What is that book called</description>
		<content:encoded><![CDATA[<p>What is that book called</p>
]]></content:encoded>
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	<item>
		<title>Comment on Modifiers in Unity3D by marjan</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/11/10/porting-actionscript-to-unity3d/comment-page-1/#comment-174515</link>
		<dc:creator>marjan</dc:creator>
		<pubDate>Fri, 05 Mar 2010 14:30:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=438#comment-174515</guid>
		<description>interesting...
Actually you can combine this with Ani.Mate, a tween class for Unity.

since my C is not very sharp, i took out some code from GUIManager, to achive the effekt. Of course you need Ani.Mate. Thats only 2 Scripts within the GuiManager Package.

I am using that one for iPhone Development.
so, Check it out:







using UnityEngine;
using System.Collections;

[RequireComponent (typeof(MeshFilter))]
public class Bend : MonoBehaviour {
	
	private Vector3[] original;
	private Mesh mesh;
	private Animator pAnimator;			//Animator script component
	
	public float force = 3.0f;

/*-------------------------------------Unity Methods-------------------------------------*/
	void Awake ()
	{
		
		pAnimator = (Animator) gameObject.GetComponent(typeof(Animator));
		
	}
	
	void Start() {	
		
		MeshFilter mfilter = GetComponent(typeof(MeshFilter)) as MeshFilter;
		mesh = mfilter.mesh;
		original = mesh.vertices;
		startUnwrap();
	}

	void startUnwrap() {
		AnimateTo(1f, null, null, null, &quot;force&quot;, -0.5f, &quot;easing&quot;, Ani.AnimationEasingType.SinusoidalEasing, &quot;direction&quot; , Ani.EasingType.InOut);
		AnimateTo(0.5f, null, null, null, &quot;force&quot;, 0.3f, &quot;easing&quot;, Ani.AnimationEasingType.SinusoidalEasing, &quot;direction&quot; , Ani.EasingType.InOut);
		AnimateTo(1.5f, null, null, null, &quot;force&quot;, 0f, &quot;easing&quot;, Ani.AnimationEasingType.ElasticEasing, &quot;direction&quot; , Ani.EasingType.Out);
		
		StartAnimation(Ani.Animate.OneShot, null, null, null);	
		
	}

	void Update() {	
		if(force == 0.0f) {
			mesh.vertices = original;
			mesh.RecalculateNormals();
			return;
		}
		
		Vector3[] vs = mesh.vertices;
		int vc = vs.Length;
			
		float radius = 1 / force;

		for (int i = 0; i &lt; vc; i++) {
			Vector3 v = copy(original[i]);
			
			float l = v.z;
			float d = v.x;

			float fa = (Mathf.PI / 2) + (force * l);
			
			float op = Mathf.Sin(fa) * (radius + d);
			float ow = Mathf.Cos(fa) * (radius + d);

			vs[i].z = -ow;
			vs[i].x = op - radius; 
		}
		
		mesh.vertices = vs;
		mesh.RecalculateNormals();
	}
	
	private Vector3 copy(Vector3 orig) {
		return new Vector3(orig.x, orig.y, orig.z);
	}
	
	//Mode To
	public void AnimateTo (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)
	{
		//Wrapper function
		pAnimator.AnimateTo(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);
	}

	//Mode From
	public void AnimateFrom (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)
	{
		//Wrapper function
		pAnimator.AnimateFrom(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);
	}
	
	//Mode By
	public void AnimateBy (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)
	{
		//Wrapper function
		pAnimator.AnimateBy(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);
	}

	//Start animation sequence
	public void StartAnimation (Ani.Animate AnimateMode, GameObject CallbackObj, object CallbackMsg, object CallbackParams)
	{
		//Wrapper function
		switch (AnimateMode)
		{
			case Ani.Animate.OneShot:
				pAnimator.StartAnimation(Ani.Animate.OneShot, CallbackObj, CallbackMsg, CallbackParams);
				break;
			case Ani.Animate.Loop:
				pAnimator.StartAnimation(Ani.Animate.Loop, CallbackObj, CallbackMsg, CallbackParams);
				break;
		}	
	}
	
	//Stop animation sequence
	public void StopAnimation ()
	{
		//Wrapper function
		pAnimator.StopAnimation();
	}
	
	//Clear animation queue
	public void ClearAnimation ()
	{
		//Wrapper function
		pAnimator.ClearAnimation();
	}

	
}</description>
		<content:encoded><![CDATA[<p>interesting&#8230;<br />
Actually you can combine this with Ani.Mate, a tween class for Unity.</p>
<p>since my C is not very sharp, i took out some code from GUIManager, to achive the effekt. Of course you need Ani.Mate. Thats only 2 Scripts within the GuiManager Package.</p>
<p>I am using that one for iPhone Development.<br />
so, Check it out:</p>
<p>using UnityEngine;<br />
using System.Collections;</p>
<p>[RequireComponent (typeof(MeshFilter))]<br />
public class Bend : MonoBehaviour {</p>
<p>	private Vector3[] original;<br />
	private Mesh mesh;<br />
	private Animator pAnimator;			//Animator script component</p>
<p>	public float force = 3.0f;</p>
<p>/*&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-Unity Methods&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-*/<br />
	void Awake ()<br />
	{</p>
<p>		pAnimator = (Animator) gameObject.GetComponent(typeof(Animator));</p>
<p>	}</p>
<p>	void Start() {	</p>
<p>		MeshFilter mfilter = GetComponent(typeof(MeshFilter)) as MeshFilter;<br />
		mesh = mfilter.mesh;<br />
		original = mesh.vertices;<br />
		startUnwrap();<br />
	}</p>
<p>	void startUnwrap() {<br />
		AnimateTo(1f, null, null, null, &#8220;force&#8221;, -0.5f, &#8220;easing&#8221;, Ani.AnimationEasingType.SinusoidalEasing, &#8220;direction&#8221; , Ani.EasingType.InOut);<br />
		AnimateTo(0.5f, null, null, null, &#8220;force&#8221;, 0.3f, &#8220;easing&#8221;, Ani.AnimationEasingType.SinusoidalEasing, &#8220;direction&#8221; , Ani.EasingType.InOut);<br />
		AnimateTo(1.5f, null, null, null, &#8220;force&#8221;, 0f, &#8220;easing&#8221;, Ani.AnimationEasingType.ElasticEasing, &#8220;direction&#8221; , Ani.EasingType.Out);</p>
<p>		StartAnimation(Ani.Animate.OneShot, null, null, null);	</p>
<p>	}</p>
<p>	void Update() {<br />
		if(force == 0.0f) {<br />
			mesh.vertices = original;<br />
			mesh.RecalculateNormals();<br />
			return;<br />
		}</p>
<p>		Vector3[] vs = mesh.vertices;<br />
		int vc = vs.Length;</p>
<p>		float radius = 1 / force;</p>
<p>		for (int i = 0; i &lt; vc; i++) {<br />
			Vector3 v = copy(original[i]);</p>
<p>			float l = v.z;<br />
			float d = v.x;</p>
<p>			float fa = (Mathf.PI / 2) + (force * l);</p>
<p>			float op = Mathf.Sin(fa) * (radius + d);<br />
			float ow = Mathf.Cos(fa) * (radius + d);</p>
<p>			vs[i].z = -ow;<br />
			vs[i].x = op &#8211; radius;<br />
		}</p>
<p>		mesh.vertices = vs;<br />
		mesh.RecalculateNormals();<br />
	}</p>
<p>	private Vector3 copy(Vector3 orig) {<br />
		return new Vector3(orig.x, orig.y, orig.z);<br />
	}</p>
<p>	//Mode To<br />
	public void AnimateTo (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)<br />
	{<br />
		//Wrapper function<br />
		pAnimator.AnimateTo(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);<br />
	}</p>
<p>	//Mode From<br />
	public void AnimateFrom (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)<br />
	{<br />
		//Wrapper function<br />
		pAnimator.AnimateFrom(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);<br />
	}</p>
<p>	//Mode By<br />
	public void AnimateBy (float Duration, GameObject CallbackObj, string CallbackMsg, object CallbackParams, params object[] args)<br />
	{<br />
		//Wrapper function<br />
		pAnimator.AnimateBy(this, Duration, CallbackObj, CallbackMsg, CallbackParams, args);<br />
	}</p>
<p>	//Start animation sequence<br />
	public void StartAnimation (Ani.Animate AnimateMode, GameObject CallbackObj, object CallbackMsg, object CallbackParams)<br />
	{<br />
		//Wrapper function<br />
		switch (AnimateMode)<br />
		{<br />
			case Ani.Animate.OneShot:<br />
				pAnimator.StartAnimation(Ani.Animate.OneShot, CallbackObj, CallbackMsg, CallbackParams);<br />
				break;<br />
			case Ani.Animate.Loop:<br />
				pAnimator.StartAnimation(Ani.Animate.Loop, CallbackObj, CallbackMsg, CallbackParams);<br />
				break;<br />
		}<br />
	}</p>
<p>	//Stop animation sequence<br />
	public void StopAnimation ()<br />
	{<br />
		//Wrapper function<br />
		pAnimator.StopAnimation();<br />
	}</p>
<p>	//Clear animation queue<br />
	public void ClearAnimation ()<br />
	{<br />
		//Wrapper function<br />
		pAnimator.ClearAnimation();<br />
	}</p>
<p>}</p>
]]></content:encoded>
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	<item>
		<title>Comment on AS3Dmod, a modifier library for all Flash 3d engines by Daveevolve</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/09/03/as3dmod/comment-page-2/#comment-173917</link>
		<dc:creator>Daveevolve</dc:creator>
		<pubDate>Thu, 04 Mar 2010 19:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=41#comment-173917</guid>
		<description>I found the answer to slowing down the perlin wave, by dissecting the PerlinCarpet.as example.</description>
		<content:encoded><![CDATA[<p>I found the answer to slowing down the perlin wave, by dissecting the PerlinCarpet.as example.</p>
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	<item>
		<title>Comment on AS3Dmod, a modifier library for all Flash 3d engines by Daveevolve</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/09/03/as3dmod/comment-page-2/#comment-173896</link>
		<dc:creator>Daveevolve</dc:creator>
		<pubDate>Thu, 04 Mar 2010 18:31:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=41#comment-173896</guid>
		<description>I am using the Perlin modifier and was wondering if anyone knows how to change the speed of the animation. I want to have a higher force, but no have it move so fast. Any help would be great.</description>
		<content:encoded><![CDATA[<p>I am using the Perlin modifier and was wondering if anyone knows how to change the speed of the animation. I want to have a higher force, but no have it move so fast. Any help would be great.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on First steps in 3D design by AlexG</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/11/09/first-steps-in-3d-design/comment-page-1/#comment-169290</link>
		<dc:creator>AlexG</dc:creator>
		<pubDate>Fri, 26 Feb 2010 21:30:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=727#comment-169290</guid>
		<description>I tried the car race game, it has late reaction on users input. I press left or right, and car responds only after a second.</description>
		<content:encoded><![CDATA[<p>I tried the car race game, it has late reaction on users input. I press left or right, and car responds only after a second.</p>
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		<title>Comment on Pixel precision in Papervision3D by Case Prince</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/07/07/pixel-precision-in-papervision3d/comment-page-1/#comment-167529</link>
		<dc:creator>Case Prince</dc:creator>
		<pubDate>Thu, 25 Feb 2010 03:16:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=35#comment-167529</guid>
		<description>Bartek - great article - I find myself coming back and referring to it over and over... but this time your magic formula didn&#039;t quite work? A little trial and error, and I hit on this:

view.camera.z = 1000;
view.camera.focus = 200;
view.camera.zoom = 5;

That seems to do the trick... my cubes&#039; front faces are at z = 0, so the camera z is the only thing I changed. Is it possible the projection math in PV has changed???

I&#039;m using the latest (rev 934) PV3d from svn: 
http://papervision3d.googlecode.com/svn/trunk/as3/trunk/

Thanks for the great article!</description>
		<content:encoded><![CDATA[<p>Bartek &#8211; great article &#8211; I find myself coming back and referring to it over and over&#8230; but this time your magic formula didn&#8217;t quite work? A little trial and error, and I hit on this:</p>
<p>view.camera.z = 1000;<br />
view.camera.focus = 200;<br />
view.camera.zoom = 5;</p>
<p>That seems to do the trick&#8230; my cubes&#8217; front faces are at z = 0, so the camera z is the only thing I changed. Is it possible the projection math in PV has changed???</p>
<p>I&#8217;m using the latest (rev 934) PV3d from svn:<br />
<a href="http://papervision3d.googlecode.com/svn/trunk/as3/trunk/" rel="nofollow">http://papervision3d.googlecode.com/svn/trunk/as3/trunk/</a></p>
<p>Thanks for the great article!</p>
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		<title>Comment on Paper simulation in with AS3Dmod and Away3D by Brian</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/11/03/paper-simulation-as3dmod/comment-page-1/#comment-166224</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Tue, 23 Feb 2010 15:28:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=44#comment-166224</guid>
		<description>Works great, and thanks. Yes, changing the wind Perlin to 0.1 makes it work--you can also remove the wind effect, which is what a Perlin is.

I have a question. How do you change the extremity of the bend? For instance, suppose you go to flip a page in a book. How do you make it so that the page curls with a smaller radius to the bend?

So far the bend is quite large/broad.</description>
		<content:encoded><![CDATA[<p>Works great, and thanks. Yes, changing the wind Perlin to 0.1 makes it work&#8211;you can also remove the wind effect, which is what a Perlin is.</p>
<p>I have a question. How do you change the extremity of the bend? For instance, suppose you go to flip a page in a book. How do you make it so that the page curls with a smaller radius to the bend?</p>
<p>So far the bend is quite large/broad.</p>
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		<title>Comment on Unity3D is awesome! by Andrew Odendaal</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/05/27/flash-vs-unity3d/comment-page-1/#comment-166159</link>
		<dc:creator>Andrew Odendaal</dc:creator>
		<pubDate>Tue, 23 Feb 2010 13:47:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=289#comment-166159</guid>
		<description>Another flash and unity fan here!
I do quite a bit of 3d in flash using Papervision3d as well and have started using web publishing in 3d game engines now too.
I&#039;m really excited where all this seems to be going!</description>
		<content:encoded><![CDATA[<p>Another flash and unity fan here!<br />
I do quite a bit of 3d in flash using Papervision3d as well and have started using web publishing in 3d game engines now too.<br />
I&#8217;m really excited where all this seems to be going!</p>
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		<title>Comment on Using the bend modifier with Collada objects by Touch My Pixel Blog &#187; Blog Archive &#187; Away3DLite haXe + Morphing</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/08/26/using-the-bend-modifier-with-collada-objects/comment-page-1/#comment-165051</link>
		<dc:creator>Touch My Pixel Blog &#187; Blog Archive &#187; Away3DLite haXe + Morphing</dc:creator>
		<pubDate>Mon, 22 Feb 2010 08:45:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=39#comment-165051</guid>
		<description>[...] of the children from the Object3D that I get from the Collada .parseGeometry(). This is because, as Bartek Drozdz points out, &#8220;a Collada file represents a scene, not a single 3d [...]</description>
		<content:encoded><![CDATA[<p>[...] of the children from the Object3D that I get from the Collada .parseGeometry(). This is because, as Bartek Drozdz points out, &#8220;a Collada file represents a scene, not a single 3d [...]</p>
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	<item>
		<title>Comment on 3D experiments with Flash Player 10 and AS3Dmod by AlexG</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/03/16/3d-experiments-with-flash-player-10-and-as3dmod/comment-page-1/#comment-164716</link>
		<dc:creator>AlexG</dc:creator>
		<pubDate>Sun, 21 Feb 2010 16:05:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=54#comment-164716</guid>
		<description>I am dealing with the frame rate speed stuff too.
Its obviously that Perlin Noise effect calculates thousands of pixels each frame and that is why it is so slow.
Looking forward to your next researches ;)
Have fun !!!</description>
		<content:encoded><![CDATA[<p>I am dealing with the frame rate speed stuff too.<br />
Its obviously that Perlin Noise effect calculates thousands of pixels each frame and that is why it is so slow.<br />
Looking forward to your next researches ;)<br />
Have fun !!!</p>
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	</item>
	<item>
		<title>Comment on A 3D racing game in Flash with Away3D by windz</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/12/11/3d-racing-game/comment-page-1/#comment-161487</link>
		<dc:creator>windz</dc:creator>
		<pubDate>Thu, 18 Feb 2010 04:40:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=832#comment-161487</guid>
		<description>awesome. you&#039;re great man. thank you also for sharing ideas for us.</description>
		<content:encoded><![CDATA[<p>awesome. you&#8217;re great man. thank you also for sharing ideas for us.</p>
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	<item>
		<title>Comment on First steps in 3D design by thatkidrich</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/11/09/first-steps-in-3d-design/comment-page-1/#comment-160393</link>
		<dc:creator>thatkidrich</dc:creator>
		<pubDate>Tue, 16 Feb 2010 20:48:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=727#comment-160393</guid>
		<description>Have you had any luck using Flash AND unity together?  I find the Unity GUI very limiting.  I would love to be able to make a HUD in flash and overlay it on top of Unity.  Every attempt has failed. Unity seems to want control of the Z order no matter what.  Any ideas?</description>
		<content:encoded><![CDATA[<p>Have you had any luck using Flash AND unity together?  I find the Unity GUI very limiting.  I would love to be able to make a HUD in flash and overlay it on top of Unity.  Every attempt has failed. Unity seems to want control of the Z order no matter what.  Any ideas?</p>
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	<item>
		<title>Comment on Microphone controlled animation in Papervision3D by Mahmoud</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/06/24/microphone-animation-papervision3d/comment-page-1/#comment-157929</link>
		<dc:creator>Mahmoud</dc:creator>
		<pubDate>Sat, 13 Feb 2010 12:53:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=32#comment-157929</guid>
		<description>Great work man. I really appreciate sharing the source code for this. Great idea with great techniques.</description>
		<content:encoded><![CDATA[<p>Great work man. I really appreciate sharing the source code for this. Great idea with great techniques.</p>
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		<title>Comment on Pixel precision in Papervision3D by How to get Pixel Precision in PV3D &#124; xperiments.es</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/07/07/pixel-precision-in-papervision3d/comment-page-1/#comment-152866</link>
		<dc:creator>How to get Pixel Precision in PV3D &#124; xperiments.es</dc:creator>
		<pubDate>Sat, 06 Feb 2010 23:16:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=35#comment-152866</guid>
		<description>[...] por la red he encontrado este interesante post en Everyday Flash en el que explica como ajustar un objeto 3D para que su textura se vea en relacción [...]</description>
		<content:encoded><![CDATA[<p>[...] por la red he encontrado este interesante post en Everyday Flash en el que explica como ajustar un objeto 3D para que su textura se vea en relacción [...]</p>
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	</item>
	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by karel</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-150506</link>
		<dc:creator>karel</dc:creator>
		<pubDate>Thu, 04 Feb 2010 12:24:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-150506</guid>
		<description>I searched the Web plenty of similar files for Flash,but all of it is done by the help of timeline of Flash.I think,that it is not good way.When you will create more difficult file then the one will not be markedly providing an easy survey.Well done...
I am sorry for my mistakes of text,because I am from the Czech republic and my English is not anything special:-).Keep it up</description>
		<content:encoded><![CDATA[<p>I searched the Web plenty of similar files for Flash,but all of it is done by the help of timeline of Flash.I think,that it is not good way.When you will create more difficult file then the one will not be markedly providing an easy survey.Well done&#8230;<br />
I am sorry for my mistakes of text,because I am from the Czech republic and my English is not anything special:-).Keep it up</p>
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	<item>
		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by karel</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-150447</link>
		<dc:creator>karel</dc:creator>
		<pubDate>Thu, 04 Feb 2010 10:32:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-150447</guid>
		<description>I would like to say thank a lot for these great utilities.No problem.Karel</description>
		<content:encoded><![CDATA[<p>I would like to say thank a lot for these great utilities.No problem.Karel</p>
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	<item>
		<title>Comment on Car simulation with Maya &amp; Papervision3d by Michael Benin</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/02/13/car-simulation-with-maya-papervision3d/comment-page-1/#comment-149354</link>
		<dc:creator>Michael Benin</dc:creator>
		<pubDate>Wed, 03 Feb 2010 04:18:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=51#comment-149354</guid>
		<description>Any word on mental ray support in flash cs5?</description>
		<content:encoded><![CDATA[<p>Any word on mental ray support in flash cs5?</p>
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	</item>
	<item>
		<title>Comment on Making things walk in Flash 3D by Doug Burnett</title>
		<link>http://www.everydayflash.com/blog/index.php/2009/02/09/making-things-walk-in-flash-3d/comment-page-1/#comment-148817</link>
		<dc:creator>Doug Burnett</dc:creator>
		<pubDate>Tue, 02 Feb 2010 15:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/blog/?p=52#comment-148817</guid>
		<description>Just discovered this thread. http://n4.nabble.com/InteractiveScene3DEvent-and-dae-models-td784150.html

It talks about using getChildByName() in Papervision. I just applied this to my joints in my dae file and I can now Tween my joint positions with ActionScript! The annoying part of it is that you need to go through your joint chain to find the right joints. But if you name your joints correctly and use your model in your 3D program as a reference, you can quickly create variables for each joint. Here is an example:

var LHand:Display 3D = dae.getChildByName(&quot;COLLADA_Scene&quot;).getChildByName(&quot;Root_Joint&quot;).getChildByName(&quot;LShoulder_Joint&quot;).getChildByName(&quot;LArm_Joint&quot;).getChildByName(&quot;LHand_Joint&quot;)

Of course, you can&#039;t use your IK but if you do the math you can convert your FK to IK with equations. Anyway, I&#039;m pretty excited about this.</description>
		<content:encoded><![CDATA[<p>Just discovered this thread. <a href="http://n4.nabble.com/InteractiveScene3DEvent-and-dae-models-td784150.html" rel="nofollow">http://n4.nabble.com/InteractiveScene3DEvent-and-dae-models-td784150.html</a></p>
<p>It talks about using getChildByName() in Papervision. I just applied this to my joints in my dae file and I can now Tween my joint positions with ActionScript! The annoying part of it is that you need to go through your joint chain to find the right joints. But if you name your joints correctly and use your model in your 3D program as a reference, you can quickly create variables for each joint. Here is an example:</p>
<p>var LHand:Display 3D = dae.getChildByName(&#8220;COLLADA_Scene&#8221;).getChildByName(&#8220;Root_Joint&#8221;).getChildByName(&#8220;LShoulder_Joint&#8221;).getChildByName(&#8220;LArm_Joint&#8221;).getChildByName(&#8220;LHand_Joint&#8221;)</p>
<p>Of course, you can&#8217;t use your IK but if you do the math you can convert your FK to IK with equations. Anyway, I&#8217;m pretty excited about this.</p>
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		<title>Comment on Classic &#8216;Sound Equalizer&#8217; in Flash/AS3 by Mariusz</title>
		<link>http://www.everydayflash.com/blog/index.php/2008/03/26/classic-sound-equalizer-in-flashas3/comment-page-2/#comment-147300</link>
		<dc:creator>Mariusz</dc:creator>
		<pubDate>Sun, 31 Jan 2010 17:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.everydayflash.com/wp/?p=10#comment-147300</guid>
		<description>Hello, I&#039;ve got few problems. When I load locally hosted .mp3 there are no problems, but when I try to load stream ( ex. &quot;http://scfire-ntc-aa07.stream.aol.com:80/stream/1003&quot; ) then it works only as a preview ( ctrl+enter ). When I publish it, stream plays, but equalizer doesn&#039;t appear. Please help.</description>
		<content:encoded><![CDATA[<p>Hello, I&#8217;ve got few problems. When I load locally hosted .mp3 there are no problems, but when I try to load stream ( ex. &#8220;http://scfire-ntc-aa07.stream.aol.com:80/stream/1003&#8243; ) then it works only as a preview ( ctrl+enter ). When I publish it, stream plays, but equalizer doesn&#8217;t appear. Please help.</p>
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