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		<item>
		<title>9-9-09 remembering 9-9-99</title>
		<link>http://digitalworkbench.wordpress.com/2009/09/09/9-9-09-remembering-9-9-99/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/09/09/9-9-09-remembering-9-9-99/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 18:24:23 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=73</guid>
		<description><![CDATA[ok, ten years ago we had another set of nines. I remember last time there were two major video game related releases. so I go to look it up forgetting exactly what they were. ok dreamcast was one of them, but I remember as a kid thinking how stupid they were to release on the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=73&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>ok, ten years ago we had another set of nines. I remember last time there were two major video game related releases. so I go to look it up forgetting exactly what they were. ok dreamcast was one of them, but I remember as a kid thinking how stupid they were to release on the same day as something else, so why the hell couldn&#8217;t I find it? I thought at first final fantasy 7, but I was one off it was final fantasy 8. I guess that&#8217;s why no one really remembers, cause ff8 really wasn&#8217;t all that great, and people want to forget about it or something, lol.</p>
<p>oh well, not like it matters, both were in the end flops.  but I still think it deserves to be recognized that dreamcast was not the only thing released on 9-9-99.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>Monday update</title>
		<link>http://digitalworkbench.wordpress.com/2009/09/08/monday-update-2/</link>
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		<pubDate>Tue, 08 Sep 2009 08:38:57 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=69</guid>
		<description><![CDATA[ok, so I started looking at my map file format. originally I had a big clunky xml file. I was going to try using zlib compress some data blocks, but ended up scratching it as well. In the end I found a much nicer solution, Boost::Serialization. this class is able to take just about anything [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=69&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>ok, so I started looking at my map file format. originally I had a big clunky xml file. I was going to try using zlib compress some data blocks, but ended up scratching it as well. In the end I found a much nicer solution, Boost::Serialization. this class is able to take just about anything from a class, and turn it into a file. even if things are pointers in the class. boost serialization is smart enough to grab the value its pointing to, instead of the address it holds in the pointer. it also deals with vector objects, which I use a few times in my map class, so it works out well.</p>
<p>the only thing left to decide is some behavior issues of characters. like how do I get them to follow a specific path. though I don&#8217;t really need to worry about that for this game, since all the characters walk straight until they bump something. well minus the robot, but he still doesnt follow a path, he follows the hero. I&#8217;m also gonna have to think of spawn points later on as well. spawn points will have to have a list of characters that will come out, a percentage for each, umm potentially event triggers. because of having several triggers that could cause different things, maybe I&#8217;ll make it possible to have multiple spawn points overlap&#8230; but then I would need to make sure they don&#8217;t spawn at the same time&#8230;. hmm, so maybe not.</p>
<p><code>#ifndef MAP_H_INCLUDED<br />
#define MAP_H_INCLUDED</p>
<p>//add boost includes<br />
#include<br />
#include </p>
<p>enum directions {NORTH, SOUTH, EAST, WEST};</p>
<p>struct tiledata<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; tileHeight;<br />
		ar &amp; texGround;<span id="more-69"></span><br />
		ar &amp; texNorth;<br />
		ar &amp; texSouth;<br />
		ar &amp; texEast;<br />
		ar &amp; texWest;<br />
		ar &amp; slopeNW;<br />
		ar &amp; slopeNE;<br />
		ar &amp; slopeSW;<br />
		ar &amp; slopeSE;<br />
		ar &amp; cliffNW;<br />
		ar &amp; cliffNE;<br />
		ar &amp; cliffSW;<br />
		ar &amp; cliffSE;<br />
		ar &amp; wallEN;<br />
		ar &amp; wallES;<br />
		ar &amp; wallWN;<br />
		ar &amp; wallWS;<br />
		ar &amp; wallNW;<br />
		ar &amp; wallNE;<br />
		ar &amp; wallSW;<br />
		ar &amp; wallSE;<br />
	}// End code for serialization</p>
<p>	//height<br />
	short tileHeight;</p>
<p>	//textures. one ground texture plus four cliff textures<br />
	short texGround;<br />
	short texNorth;<br />
	short texSouth;<br />
	short texEast;<br />
	short texWest;</p>
<p>	//tile slope<br />
	short slopeNW;<br />
	short slopeNE;<br />
	short slopeSW;<br />
	short slopeSE;</p>
<p>	//tile corner cliffs<br />
	short cliffNW;<br />
	short cliffNE;<br />
	short cliffSW;<br />
	short cliffSE;</p>
<p>	//east walls<br />
	short wallEN;<br />
	short wallES;</p>
<p>	//west walls<br />
	short wallWN;<br />
	short wallWS;</p>
<p>	//north walls<br />
	short wallNW;<br />
	short wallNE;</p>
<p>	//south walls<br />
	short wallSW;<br />
	short wallSE;<br />
};</p>
<p>struct warpPoint<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; x;<br />
		ar &amp; y;<br />
		ar &amp; destinationMap;<br />
	}// End code for serialization	</p>
<p>	int x;<br />
	int y;<br />
	string destinationMap;<br />
}</p>
<p>struct startPoint<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; x;<br />
		ar &amp; y;<br />
		ar &amp; direction;<br />
	}// End code for serialization	</p>
<p>	int x;<br />
	int y;<br />
	int direction;<br />
}</p>
<p>struct character<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; x;<br />
		ar &amp; y;<br />
		ar &amp; characterType;<br />
		ar &amp; direction;<br />
	}// End code for serialization</p>
<p>	int x;<br />
	int y;<br />
	int characterType;<br />
	int direction;<br />
}</p>
<p>struct object<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; x;<br />
		ar &amp; y;<br />
		ar &amp; objectType;<br />
		ar &amp; direction;<br />
	}// End code for serialization</p>
<p>	int x;<br />
	int y;<br />
	int objectType;<br />
	int direction;<br />
}</p>
<p>struct map<br />
{<br />
	// Code for serialization<br />
	friend class boost::serialization::access;<br />
	template<br />
	void serialize(Archive &amp; ar, unsigned int version)<br />
	{<br />
		ar &amp; tileArray;<br />
		ar &amp; warpArray;<br />
		ar &amp; startArray;<br />
		ar &amp; characterArray;<br />
		ar &amp; objectArray;<br />
	}// End code for serialization</p>
<p>	std::vector&lt;std::vector&gt; tileArray;<br />
	std::vector&lt;std::vector&gt; warpArray;<br />
	std::vector&lt;std::vector&gt; startArray;<br />
	std::vector&lt;std::vector&gt; characterArray;<br />
	std::vector&lt;std::vector&gt; objectArray;<br />
}<br />
#endif // MAP_H_INCLUDED</code></p>
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			<media:title type="html">7thsage</media:title>
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		<item>
		<title>Monday Update</title>
		<link>http://digitalworkbench.wordpress.com/2009/08/31/monday-update/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/08/31/monday-update/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 18:28:53 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=60</guid>
		<description><![CDATA[Ok, this week has been mostly a productive rigging week. Hands are now pretty much finished, minus the thumb, but once I get that the arms will be pretty well done and I can move to spine temporarily and then on to the head. the face is going to take a bit of work, but [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=60&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Ok, this week has been mostly a productive rigging week. Hands are now pretty much finished, minus the thumb, but once I get that the arms will be pretty well done and I can move to spine temporarily and then on to the head. the face is going to take a bit of work, but it should be worth it. I&#8217;ll try to get some demo videos of the arm and fingers pretty soon. </p>
<p>on another good note, the finger rig should work pretty easily in blender too. The rest of the arm on the other hand, may take a lot more work to get working in blender(my current rig is in max)</p>
<p>however, last night I did manage to get some game code specific stuff done. after looking over the tile code a bit more, I decided it was time to stop just looking at things and just start coding. so I got a tiny bit written. a struct to hold individual tile data, and the start of the class for map creation.</p>
<p>//////////////  tiledata.h  /////////////<br />
<code>#ifndef TILEDATA_H_INCLUDED<br />
#define TILEDATA_H_INCLUDED</p>
<p>struct tiledata<br />
{<br />
//height<br />
short tileHeight;</p>
<p>//textures. one ground texture plus four cliff textures<br />
short texGround;<br />
short texNorth;<br />
short texSouth;<br />
short texEast;<br />
short texWest;</p>
<p>//tile slope<br />
short slopeNW;<br />
short slopeNE;<br />
short slopeSW;<br />
short slopeSE;</p>
<p>//tile corner cliffs<br />
short cliffNW;<br />
short cliffNE;<br />
short cliffSW;<br />
short cliffSE;</p>
<p>//east walls<br />
short wallEN;<br />
short wallES;</p>
<p>//west walls<br />
short wallWN;<br />
short wallWS;</p>
<p>//north walls<br />
short wallNW;<br />
short wallNE;</p>
<p>//south walls<br />
short wallSW;<br />
short wallSE;<br />
};</p>
<p>#endif // TILEDATA_H_INCLUDED</code></p>
<p>////////////////  tiledTerrain.h  ///////////////<br />
<code>#ifndef TILED_TERRAIN_H_INCLUDED<br />
#define TILED_TERRAIN_H_INCLUDED</p>
<p>class TiledTerrain<br />
{<br />
	public:</p>
<p>	void loadMap();<br />
	void loadMap(int x, int y);<br />
	void loadMap(heightmap image);<br />
	void loadMap(const std::vector &amp;tileData);</p>
<p>	private:</p>
<p>};</p>
<p>#endif // TILED_TERRAIN_H_INCLUDED</code></p>
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			<media:title type="html">7thsage</media:title>
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		<title>Low Poly Joints</title>
		<link>http://digitalworkbench.wordpress.com/2009/08/31/low-poly-joints/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/08/31/low-poly-joints/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 17:46:38 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[General 3d]]></category>
		<category><![CDATA[3d animation]]></category>
		<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[3dsmax]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[Blender3d]]></category>
		<category><![CDATA[low poly]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=58</guid>
		<description><![CDATA[quick video on how to set up low poly joints for games. you&#8217;ll need something a little different for elbows and knees. this is mostly for fingers, but with more geometry in elbows and knees, you may be able to adapt this as well. a neat little trick I used to make this video and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=58&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>quick video on how to set up low poly joints for games. you&#8217;ll need something a little different for elbows and knees. this is mostly for fingers, but with more geometry in elbows and knees, you may be able to adapt this as well. a neat little trick I used to make this video and to test skinning is to create a plane to skin to, that way you don&#8217;t need to worry about weighting the backfaces. doing that makes for testing weighting quick and easy. </p>
<span style="text-align:center; display: block;"><a href="http://digitalworkbench.wordpress.com/2009/08/31/low-poly-joints/"><img src="http://img.youtube.com/vi/oWlqYGjnCEU/2.jpg" alt="" /></a></span>
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			<media:title type="html">7thsage</media:title>
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		<item>
		<title>main foot rig finished</title>
		<link>http://digitalworkbench.wordpress.com/2009/07/14/main-foot-rig-finished/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/07/14/main-foot-rig-finished/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 10:12:01 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[Blender3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[blender 3d]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=55</guid>
		<description><![CDATA[Video 4 is finally out, and with it, the foot is basically done. still need some extra control for the toes, but other than that, we&#8217;re all done. In this video we did some action constraints, copy location, copy rotation, and limit constraints. you can see the foot in action at the end of the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=55&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<span style="text-align:center; display: block;"><a href="http://digitalworkbench.wordpress.com/2009/07/14/main-foot-rig-finished/"><img src="http://img.youtube.com/vi/OVVPkCRMP94/2.jpg" alt="" /></a></span>
<p>Video 4 is finally out, and with it, the foot is basically done. still need some extra control for the toes, but other than that, we&#8217;re all done. In this video we did some action constraints, copy location, copy rotation, and limit constraints. you can see the foot in action at the end of the video, showing a couple quick poses.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>3rd blender rigging video</title>
		<link>http://digitalworkbench.wordpress.com/2009/07/10/3rd-blender-rigging-video/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/07/10/3rd-blender-rigging-video/#comments</comments>
		<pubDate>Sat, 11 Jul 2009 05:52:08 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[Blender3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[armatures]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[blender 3d]]></category>
		<category><![CDATA[character animation]]></category>
		<category><![CDATA[humanoid]]></category>
		<category><![CDATA[reverse foot rig]]></category>
		<category><![CDATA[rigging]]></category>
		<category><![CDATA[skeleton]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=51</guid>
		<description><![CDATA[ok, I&#8217;ve got the third rigging video up. The reverse foot rig is almost done. One more video to take care of the constraints. Then all that will be left is the independent toe control, and the knee. The fourth video is gonna come much quicker than the third one too, because I recorded it [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=51&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>ok, I&#8217;ve got the third rigging video up. The reverse foot rig is almost done. One more video to take care of the constraints. Then all that will be left is the independent toe control, and the knee. The fourth video is gonna come much quicker than the third one too, because I recorded it with the third video, so all that needs done is a little bit of editing and dubbing.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>Two new shirts!</title>
		<link>http://digitalworkbench.wordpress.com/2009/06/18/two-new-shirts/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/06/18/two-new-shirts/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 07:55:09 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[clothing]]></category>
		<category><![CDATA[digital artist]]></category>
		<category><![CDATA[t-shirt]]></category>
		<category><![CDATA[tshirt]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=42</guid>
		<description><![CDATA[I just added two shirts to the store, well currently thats the only thing in the store. One is a plain white t-shirt, with a nice logo for the digital artist, I&#8217;m not white, I&#8217;m rgb #.. The second new shirt is a maternity shirt sporting ctrl &#8211; c on the tummy. With time I&#8217;ll [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=42&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I just added two shirts to the store, well currently thats the only thing in the store. One is a plain white t-shirt, with a nice logo for the digital artist, I&#8217;m not white, I&#8217;m rgb #..</p>
<p>The second new shirt is a maternity shirt sporting ctrl &#8211; c on the tummy.</p>
<p>With time I&#8217;ll add some more shirts and other products so check back every so often to see what&#8217;s new. I&#8217;m sorry about the price of the maternity shirt though, I only add 1 dollar to all products, so there isn&#8217;t much I can do to make it cheaper.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>Blender3d rigging video 2 &#8211; Reverse Foot Rig</title>
		<link>http://digitalworkbench.wordpress.com/2009/06/12/blender3d-rigging-video-2-reverse-foot-rig/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/06/12/blender3d-rigging-video-2-reverse-foot-rig/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 09:37:17 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[Blender3d]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3d animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[blender 3d]]></category>
		<category><![CDATA[blender animation]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=27</guid>
		<description><![CDATA[ok, video 2 is done and ready to view. In this video I go over how to make a reverse foot rig to control the ik goals that I created in the previous video. I also do some housekeeping and get all the bones named before we get too far.  In the videos to come, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=27&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>ok, video 2 is done and ready to view. In this video I go over how to make a reverse foot rig to control the ik goals that I created in the previous video. I also do some housekeeping and get all the bones named before we get too far.  In the videos to come, I&#8217;ll be adding a control object for the animator that will move and rotate the foot, and I&#8217;ll also add a scale function that will control the foot roll.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>New Blender3d Video on Youtube</title>
		<link>http://digitalworkbench.wordpress.com/2009/06/02/new-blender3d-video-on-youtube/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/06/02/new-blender3d-video-on-youtube/#comments</comments>
		<pubDate>Tue, 02 Jun 2009 10:24:44 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[Blender3d]]></category>
		<category><![CDATA[3d animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[armetures]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[blender 3d]]></category>
		<category><![CDATA[blender rigging]]></category>
		<category><![CDATA[bones]]></category>
		<category><![CDATA[character animation]]></category>
		<category><![CDATA[rigging]]></category>

		<guid isPermaLink="false">http://digitalworkbench.wordpress.com/?p=18</guid>
		<description><![CDATA[I just posted the first blender tutorial on youtube. You can find it in the blender3d section of this site for future reference. This video goes over the basic leg structure at the core of my leg and inverse foot rig. I like this base as it gives you the flexibility of the inverse foot [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=18&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I just posted the first blender tutorial on youtube. You can find it in the blender3d section of this site for future reference. This video goes over the basic leg structure at the core of my leg and inverse foot rig. I like this base as it gives you the flexibility of the inverse foot rig, without tearing the mesh like some do unless you add complicated leg stretching functions in.</p>
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			<media:title type="html">7thsage</media:title>
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		<title>Grand Opening</title>
		<link>http://digitalworkbench.wordpress.com/2009/05/22/grand-opening/</link>
		<comments>http://digitalworkbench.wordpress.com/2009/05/22/grand-opening/#comments</comments>
		<pubDate>Fri, 22 May 2009 09:47:32 +0000</pubDate>
		<dc:creator>7thsage</dc:creator>
				<category><![CDATA[News]]></category>

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		<description><![CDATA[Well, I have no content for this page, but that is soon to change. I will be posting a music video in the next two weeks. Along with that , I will post several links to some tools that I have found particularly valueable.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=digitalworkbench.wordpress.com&amp;blog=7854912&amp;post=3&amp;subd=digitalworkbench&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Well, I have no content for this page, but that is soon to change. I will be posting a music video in the next two weeks. Along with that , I will post several links to some tools that I have found particularly valueable.</p>
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			<media:title type="html">7thsage</media:title>
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