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  • Achieving certain rendering styles

    - by milesmeow
    I'm trying to assess the difficulty of creating a rendering style that is more like the game Okami and the Quake mods (as shown on this page...search for 'okami','quake npr'). Here's a better page describing the Quake rendering mod. Can a game engine such as Unity be used and programmed to achieve these kind of rendering styles? I'm doing research and am totally new to this so any insight into this would help tremendously.

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  • How does font rendering actually work?

    - by Andrea
    I realize that I know essentially nothing about the way fonts get rendered in my computer. From what I can observe, font rendering is generally made in a consistent way throughout the system. For instance, the subpixel font hinting settings that I configure in my DE control panel have influence on text which appears on window borders, in my browser, in my text editor and so on. (I should observe that some Java applications show a noticeable difference, so I guess they are using a different font rendering mechanism). What I get from the above is that probably all applications that need font rendering make use of some OS (or DE)-wide library. On the other hand, browsers usually manage their own rendering through a rendering engine, that takes care of positioning various items - including text - according to specific flow rules. I am not sure how these two facts are compatible. I would assume that the browser would have to ask the OS to draw a glyph at a given position, but how can it manage the flow of text without knowing beforehand how much space the glyph will take? Are there separate calls to determine the glyph sizes, so that the browser can manage the flow as if characters were little boxes that are later filled in by the OS? (Although this does not take care of kerning). Or is the OS responsible for drawing a whole text area, including text flow? Does the OS return the rendered glyph as a bitmap and leaves it to the application to draw that on the screen?

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Roll Your Own Passive 3D Movie System with Dual Projectors

    - by Jason Fitzpatrick
    If you’d like to enjoy 3D movies with passive polarized glasses for less than $50,000 (the average price of a passive 3D projector), this DIY setup brings the price down to a more accessible level. Courtesy of 3D movie and theater enthusiast Jahun, this guide details how you can achieve passive 3D projection using two radically less expensive projectors, cheap polarized filters, and some software. The project won’t be free-as-in-beer but with some careful shopping the bill will ring up at the thousands instead of tens-of-thousands of dollars. Hit up the link below to see how he pulled off miming a $50,000 projector for less than a tenth the cost. Passive Projection [via Hack A Day] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • 3d point cloud reconstruction using in c++

    - by techie_db
    I've got a project which involves 3D reconstruction if point clouds from a 3D scanner. Being relatively new to the computer vision field I'm in the dark. The objective of the project is to implement this 3D reconstruction in C/C++ without using Matlab so that it can be further integrated with the ROS (for robots). Can anyone guide me with this issue so that I get enough idea regarding how to approach the problem?

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  • Communication btwn active 3d glasses and source(s)?

    - by selfmade.exe
    I know that 3d active shutter glasses work with infared or radio (radio = only bluetooth?). I know that both of them are harmfull but, with either of them, does only one signal get send, to just syncronize glasses with monitor, or the trnasmitter and glasses communicate the whole tiime? An infared/bluetooth transimition for a second(s) is tottaly acceptable, no complain at all, unless the transimition is the whole time.

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  • WPF 3D - converting from Point2D to Point3D and back again

    - by DanM
    I'm new to WPF 3D, so I may just be missing something obvious, but how would I go about converting from a 2D coordinate to a 3D coordinate and back again? I'd like the 2D coordinate to be the location measured from the upper-left corner of Viewport3D and the 3D coordinate to be the location relative to the origin (0, 0, 0) of the 3D world. The conversion functions should have these signatures: public Point3D Point2DAndWorldZToPoint3D(Point2D point2D, double worldZ) // usually I want to know where a 2D point will be on the ground plane // so worldZ will usually be zero (but not always) public Point2D Point3DToPoint2D(Point3D point3D) I found this related question, but it only addresses conversion from 3D to 2D (not the reverse), and I'm not sure if the answers are up-to-date. Note, I'm currently using .NET 3.5, but if there are improvements in .NET 4.0 that would help me, please let me know.

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  • Smooth terrain rendering

    - by __dominic
    I'm trying to render a smooth terrain with Direct3D. I've got a 50*50 grid with all y values = 0, and a set of 3D points that indicate the location on the grid and depth or height of the "valley" or "hill". I need to make the y values of the grid vertices higher or lower depending on how close they are to each 3D point. Thus, in the end I should have a smooth terrain renderer. I'm not sure at all what way I can do this. I've tried changing the height of the vertices based on the distance to each point just using this basic formula: dist = a² + b² + c² where a, b and c are the x, y, and z distance from a vertex to a 3D point. The result I get with this is not smooth at all. I'm thinking there is probably a better way. Here is a screenshot of what I've got for the moment: https://dl.dropbox.com/u/2562049/terrain.jpg

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  • DirectX9 dynamic rendering

    - by gardian06
    What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering. All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions) I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered. The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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  • Resources for 2D rendering using OpenGL?

    - by nightcracker
    I noticed that there is quite some difference between 3D and 2D rendering using OpenGL, the techniques are different - pixel-perfect placing is a lot more desirable, among other things. Are there any good (complete) references on using OpenGL for rendering 2D graphics? There are quite a few "tutorials" around on the net that help you open a window, set up a half-decent environment and draw a sprite, but no real good information on rotation, blending, lightning, drawing order, using the z-buffer, particles, "complex" primitives (circles, stars, cross symbols), ensuring pixel-perfect rendering, instancing and many other staple 2D effects/techniques. Any books, great blogs, anything? Any particular awesome libraries to read?

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  • Optimizing transition/movement smoothness for a 2D flash game.

    - by Tom
    Update 6: Fenomenas suggested me to re-create everything as simple as possible. I had my doubts that this would make any difference as the algorithm remains the same, and performance did not seem to be the issue. Anyway, it was the only suggestion I got so here it is: 30 FPS: http://www.feedpostal.com/test/simple/30/SimpleMovement.html 40 FPS: http://www.feedpostal.com/test/simple/40/SimpleMovement.html 60 FPS: http://www.feedpostal.com/test/simple/60/SimpleMovement.html 100 FPS: http://www.feedpostal.com/test/simple/100/SimpleMovement.html The code: package { import flash.display.Sprite; import flash.events.Event; import flash.events.KeyboardEvent; import flash.utils.getTimer; [SWF(width="800", height="600", frameRate="40", backgroundColor="#000000")] public class SimpleMovement extends Sprite { private static const TURNING_SPEED:uint = 180; private static const MOVEMENT_SPEED:uint = 400; private static const RADIAN_DIVIDE:Number = Math.PI/180; private var playerObject:Sprite; private var shipContainer:Sprite; private var moving:Boolean = false; private var turningMode:uint = 0; private var movementTimestamp:Number = getTimer(); private var turningTimestamp:Number = movementTimestamp; public function SimpleMovement() { //step 1: create player object playerObject = new Sprite(); playerObject.graphics.lineStyle(1, 0x000000); playerObject.graphics.beginFill(0x6D7B8D); playerObject.graphics.drawRect(0, 0, 25, 50); //make it rotate around the center playerObject.x = 0 - playerObject.width / 2; playerObject.y = 0 - playerObject.height / 2; shipContainer = new Sprite(); shipContainer.addChild(playerObject); shipContainer.x = 100; shipContainer.y = 100; shipContainer.rotation = 180; addChild(shipContainer); //step 2: install keyboard hook when stage is ready addEventListener(Event.ADDED_TO_STAGE, stageReady, false, 0, true); //step 3: install rendering update poll addEventListener(Event.ENTER_FRAME, updatePoller, false, 0, true); } private function updatePoller(event:Event):void { var newTime:Number = getTimer(); //turning if (turningMode != 0) { var turningDeltaTime:Number = newTime - turningTimestamp; turningTimestamp = newTime; var rotation:Number = TURNING_SPEED * turningDeltaTime / 1000; if (turningMode == 1) shipContainer.rotation -= rotation; else shipContainer.rotation += rotation; } //movement if (moving) { var movementDeltaTime:Number = newTime - movementTimestamp; movementTimestamp = newTime; var distance:Number = MOVEMENT_SPEED * movementDeltaTime / 1000; var rAngle:Number = shipContainer.rotation * RADIAN_DIVIDE; //convert degrees to radian shipContainer.x += distance * Math.sin(rAngle); shipContainer.y -= distance * Math.cos(rAngle); } } private function stageReady(event:Event):void { //install keyboard hook stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown, false, 0, true); stage.addEventListener(KeyboardEvent.KEY_UP, keyUp, false, 0, true); } private final function keyDown(event:KeyboardEvent):void { if ((event.keyCode == 87) && (!moving)) //87 = W { movementTimestamp = getTimer(); moving = true; } if ((event.keyCode == 65) && (turningMode != 1)) //65 = A { turningTimestamp = getTimer(); turningMode = 1; } else if ((event.keyCode == 68) && (turningMode != 2)) //68 = D { turningTimestamp = getTimer(); turningMode = 2; } } private final function keyUp(event:KeyboardEvent):void { if ((event.keyCode == 87) && (moving)) moving = false; //87 = W if (((event.keyCode == 65) || (event.keyCode == 68)) && (turningMode != 0)) turningMode = 0; //65 = A, 68 = D } } } The results were as I expected. Absolutely no improvement. I really hope that someone has another suggestion as this thing needs fixing. Also, I doubt it's my system as I have a pretty good one (8GB RAM, Q9550 QuadCore intel, ATI Radeon 4870 512MB). Also, everyone else I asked so far had the same issue with my client. Update 5: another example of a smooth flash game just to demonstrate that my movement definitely is different! See http://www.spel.nl/game/bumpercraft.html Update 4: I traced the time before rendering (EVENT.RENDER) and right after rendering (EVENT.ENTER_FRAME), the results: rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 24 ms rendering took: 18 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 232 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms rendering took: 14 ms rendering took: 16 ms rendering took: 12 ms rendering took: 14 ms rendering took: 12 ms The range is 12-16 ms. During these differences, the shocking/warping/flickering movement was already going on. There is also 1 peak of 232ms, at this time there was a relatively big warp. This is however not the biggest problme, the biggest problem are the continuous small warps during normal movement. Does this give anyone a clue? Update 3: After testing, I know that the following factors are not causing my problem: Bitmap's quality - changed with photoshop to an uglier 8 colours optimized graphic, no improvement at all. Constant rotation of image while turning - disabled it, no improvement at all Browser rendering - tried to use the flash player standalone, no improvement at all I am 100% convinced that the problem lies in either my code or in my algorithm. Please, help me out. It has been almost two weeks (1 week that I asked this question on SO) now and I still have to get my golden answer. Update 1: see bottom for full flex project source and a live demo demonstrating my problem. I'm working on a 2d flash game. Player ships are created as an object: ships[id] = new GameShip(); When movement and rotation information is available, this is being directed to the corresponding ship: ships[id].setMovementMode(1); //move forward Now, within this GameShip object movement works using the "Event.ENTER_FRAME" event: addEventListener(Event.ENTER_FRAME, movementHandler); The following function is then being run: private final function movementHandler(event:Event):void { var newTimeStamp:uint = UtilLib.getTimeStamp(); //set current timeStamp var distance:Number = (newTimeStamp - movementTimeStamp) / 1000 * movementSpeed; //speed = x pixels forward every 1 second movementTimeStamp = newTimeStamp; //update old timeStamp var diagonalChange:Array = getDiagonalChange(movementAngle, distance); //the diagonal position update based on angle and distance charX += diagonalChange[0]; charY += diagonalChange[1]; if (shipContainer) { //when the container is ready to be worked with shipContainer.x = charX; shipContainer.y = charY; } } private final function getDiagonalChange(angle:Number, distance:Number):Array { var rAngle:Number = angle * Math.PI/180; //convert degrees to radian return [Math.sin(rAngle) * distance, (Math.cos(rAngle) * distance) * -1]; } When the object is no longer moving, the event listener will be removed. The same method is being used for rotation. Everything works almost perfect. I've set the project's target FPS to 100 and created a FPS counter. According to the FPS counter, the average FPS in firefox is around 100, while the top is 1000 and the bottom is 22. I think that the bottom and top FPSs are only happening during the initialization of the client (startup). The problem is that the ship appears to be almost perfectly smooth, while it should be just that without the "almost" part. It's almost as if the ship is "flickering" very very fast, you can't actually see it but it's hard to focus on the object while it's moving with your eyes. Also, every now and then, there seems to be a bit of a framerate spike, as if the client is skipping a couple of frames, you then see it quickly warp. It is very difficult to explain what the real problem is, but in general it's that the movement is not perfectly smooth. So, do you have any suggestions on how to make the movement or transition of objects perfectly smooth? Update 1: I re-created the client to demonstrate my problem. Please check it out. The client: http://feedpostal.com/test/MovementTest.html The Actionscript Project (full source): http://feedpostal.com/test/MovementTest.rar An example of a smooth flash game (not created by me): http://www.gamesforwork.com/games/swf/Mission%20Racing_august_10th_2009.swf It took me a pretty long time to recreate this client side version, I hope this will help with solving the problem. Please note: yes, it is actually pretty smooth. But it is definitely not smooth enough.

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  • In Email, Image (img) Source (src) Tags are rewritten as relative links. How to fix?

    - by Noah Goodrich
    I'm working on sending out an html based email, and every time it sends the image src tags and some of the anchor href tags are modified to be relative url's. Update 2: This is happening between when the body of the email is generated and sent and when it arrives in my inbox. Update: I am using Postfix on a LAMPP server. In addition, I am using Zend_Mail to send the emails out. For example, I have a link: src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/header.jpg" And it gets rewritten as: src="../../../../images/email/highpoint_2009_04/header.jpg" What can cause this to occur and how is it corrected? Email headers: Return-Path: <[email protected]> X-Original-To: [email protected] Delivered-To: [email protected] Received: by mail.example.com (Postfix, from userid 0) id 6BF012252; Tue, 14 Apr 2009 12:15:20 -0600 (MDT) To: Gabriel <[email protected]> Subject: Free Map to Sales Success From: Somebody <[email protected]> Date: Tue, 14 Apr 2009 12:15:20 -0600 Content-Type: text/html; charset="utf-8" Content-Transfer-Encoding: multipart/related Content-Disposition: inline Message-Id: <[email protected]> Original content to be sent out: <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td valign="top"> <a href="http://www.furnituretrainingcompany.com"> <img moz-do-not-send="true" alt="The Furniture Training Company - Know More. 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This unique 24 X 36 color poster is your guide to developing high volume salespeople with larger tickets. Find us in the new NHFA Retailer Resource Center located in the Plaza. <br> <br> Don&#8217;t miss Mark Lacy&#8217;s entertaining seminar "Help Wanted! My Sales Associates Can&#8217;t Sell Water to a Thirsty Camel." He&#8217;ll reveal powerful secrets for turning sales associates into furniture experts that will sell. See him Saturday, April 25th at 11:30 AM in the seminar room of the new NHFA Retail Resource Center in the Plaza. <br> <br> Stop by our space to learn how our ingenious internet-delivered training courses are easy to use, guaranteed to work, and cheaper than the daily donuts. Over 95% report increased sales. <br> <br> Plan to see us at High Point. </font></small> <font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><small><br> <br> <br> <br> </small></small></big></big></big></big></font><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small> </small></big></big></big></font></small> <a href="http://www.furnituretrainingcompany.com/map"><img alt="Find out more" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/image_content_left.jpg" moz-do-not-send="true" border="0" height="67" width="326"></a><br> <br> </td> <td bgcolor="#ffffff" valign="top"> <img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_content_middle.jpg" moz-do-not-send="true" height="28" width="28"><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="Roadmap to Sales Success poster" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/image_content_right.jpg" moz-do-not-send="true" height="267" width="186"><br> <font face="Helvetica, Arial, sans-serif"><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#000000" size="1"><big><big><big><small><b>Road Map to Sales Success<br> </b><br> </small></big></big></big></font>This beautiful poster is yours free for simply stopping by and visiting with us at High Point. <span class="moz-txt-slash">Our space is located inside the </span>new NHFA Retailer Resource Center in the Plaza Suites, 222 South Main St, 1st Floor. We will be at market from Sat April 25th until Thur April 30th. </small></font><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_content_right.jpg" moz-do-not-send="true" height="30" width="30"><br> <br> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/disclaimer_divider.jpg" moz-do-not-send="true" height="25" width="600"><br> </td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_left.jpg" moz-do-not-send="true"></td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_middle.jpg" moz-do-not-send="true"><br> <font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" color="#666666" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><big><small><small><small>If you are not attending the High Point market in April but would still like to receive a free Road Map to Sales Success poster visit us on the web at <u><a moz-do-not-send="true" class="moz-txt-link-abbreviated" href="http://www.furnituretrainingcompany.com">www.furnituretrainingcompany.com</a></u>, or to speak with a Furniture Training Company representative, call toll free (866) 755-5996. We do not offer free shipping outside of the U.S. and Canada. Retailers outside of the U.S. and Canada may call for more information. Limit one free Road Map to Sales Success per company. Other copies of the poster may be purchased on our web site.<br> <br> </small></small></small></big></big></big></big></font> <font color="#666666"><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small><small>We hope you found this message to be useful. However, if you'd rather not receive future emails of this sort from The Furniture Training Company, please <a moz-do-not-send="true" href="http://www.furnituretraining.com/contact">click here to unsubscribe</a>.<br> <br> </small></small></big></big></big></font></small><small><font originaltag="yes" style="font-size: 9px; font-family: Verdana,Arial,Helvetica,sans-serif;" face="Verdana, Arial, Helvetica, sans-serif" size="1"><big><big><big><small><small>&copy;Copyright 2009 The Furniture Training Company.<br> 1770 North Research Park Way, <br> North Logan, UT 84341. <br> All Rights Reserved.</small></small></big></big></big></font></small></font><br> </td> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_right.jpg" moz-do-not-send="true"></td> </tr> </tbody> </table> <table align="center" border="0" cellpadding="0" cellspacing="0" width="600"> <tbody> <tr> <td bgcolor="#ffffff" valign="top"><img alt="" src="http://www.furnituretrainingcompany.com/images/email/highpoint_2009_04/footer.jpg" moz-do-not-send="true"> </td> </tr> </tbody> </table> <br> <br> Content that gets sent: <table border=3D"0" cellspacing=3D"0" cellpadding=3D"0" width=3D"600" al= ign=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign=3D"top"><a href= =3D"http://www.furnituretrainingcompany.com"> <img src=3D"http://www.fur= nituretrainingcompany.com/images/email/highpoint_2009_04/header.jpg" bor= der=3D"0" alt=3D"The Furniture Training Company - Know More. Sell More."= width=3D"600" height=3D"123" /> </a></td>=0D=0A</tr>=0D=0A</tbody>=0D= =0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpadding=3D"0"= width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign= =3D"top"><img src=3D"http://www.furnituretrainingcompany.com/images/emai= l/highpoint_2009_04/hero.jpg" alt=3D"Visit us at High Point to receive y= our free training poster" width=3D"600" height=3D"150" /><br /></td>=0D= =0A</tr>=0D=0A</tbody>=0D=0A</table>=0D=0A<table border=3D"0" cellspacin= g=3D"0" cellpadding=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>= =0D=0A<tr>=0D=0A<td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http:= //www.furnituretrainingcompany.com/images/email/highpoint_2009_04/spacer= _content_left.jpg" alt=3D"" width=3D"30" height=3D"30" /><br /></td>=0D= =0A<td valign=3D"top" bgcolor=3D"#ffffff"><span style=3D"font-size: xx-s= mall; font-family: Verdana,Arial,Helvetica,sans-serif; color: #000000;">= <big><big><big><big><small><big><strong>See you at Market</strong></big>= <br /> </small></big></big></big></big></span> <span style=3D"font-size:= xx-small; font-family: Verdana,Arial,Helvetica,sans-serif; color: #0000= 00;"><big><big><big><big><small><br /> </small></big></big></big></big><= /span><small><span style=3D"font-family: Helvetica,Arial,sans-serif;">Vi= sit our space to get your free Map to Sales Success poster! This unique= 24 X 36 color poster is your guide to developing high volume salespeopl= e with larger tickets. Find us in the new NHFA Retailer Resource Center= located in the Plaza. <br /> <br /> Don&rsquo;t miss Mark Lacy&rsquo;s= entertaining seminar "Help Wanted! My Sales Associates Can&rsquo;t Sell= Water to a Thirsty Camel." He&rsquo;ll reveal powerful secrets for turn= ing sales associates into furniture experts that will sell. See him Satu= rday, April 25th at 11:30 AM in the seminar room of the new NHFA Retail= Resource Center in the Plaza. <br /> <br /> Stop by our space to learn= how our ingenious internet-delivered training courses are easy to use,= guaranteed to work, and cheaper than the daily donuts. Over 95% report= increased sales. <br /> <br /> Plan to see us at High Point. </span></s= mall> <span style=3D"font-size: xx-small; font-family: Verdana,Arial,Hel= vetica,sans-serif; color: #000000;"><big><big><big><big><small><small><b= r /> <br /> <br /> <br /> </small></small></big></big></big></big></span= ><small><span style=3D"font-size: xx-small; font-family: Verdana,Arial,H= elvetica,sans-serif; color: #000000;"><big><big><big><small> </small></b= ig></big></big></span></small> <a href=3D"http://www.furnituretrainingco= mpany.com/map"><img src=3D"http://www.furnituretrainingcompany.com/image= s/email/highpoint_2009_04/image_content_left.jpg" border=3D"0" alt=3D"Fi= nd out more" width=3D"326" height=3D"67" /></a><br /> <br /></td>=0D=0A<= td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretr= ainingcompany.com/images/email/highpoint_2009_04/spacer_content_middle.j= pg" alt=3D"" width=3D"28" height=3D"28" /><br /></td>=0D=0A<td valign=3D= "top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretrainingcompan= y.com/images/email/highpoint_2009_04/image_content_right.jpg" alt=3D"Roa= dmap to Sales Success poster" width=3D"186" height=3D"267" /><br /> <spa= n style=3D"font-family: Helvetica,Arial,sans-serif;"><small><span style= =3D"font-size: xx-small; color: #000000;"><big><big><big><small><strong>= Road Map to Sales Success<br /> </strong><br /> </small></big></big></bi= g></span>This beautiful poster is yours free for simply stopping by and= visiting with us at High Point. <span class=3D"moz-txt-slash">Our space= is located inside the </span>new NHFA Retailer Resource Center in the P= laza Suites, 222 South Main St, 1st Floor. We will be at market from Sat= April 25th until Thur April 30th. </small></span><br /></td>=0D=0A<td v= align=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretraini= ngcompany.com/images/email/highpoint_2009_04/spacer_content_right.jpg" a= lt=3D"" width=3D"30" height=3D"30" /><br /> <br /></td>=0D=0A</tr>=0D=0A= </tbody>=0D=0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpa= dding=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A= <td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituret= rainingcompany.com/images/email/highpoint_2009_04/disclaimer_divider.jpg= " alt=3D"" width=3D"600" height=3D"25" /><br /></td>=0D=0A</tr>=0D=0A</t= body>=0D=0A</table>=0D=0A<table border=3D"0" cellspacing=3D"0" cellpaddi= ng=3D"0" width=3D"600" align=3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td= valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituretrai= ningcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_left.jp= g" alt=3D"" /></td>=0D=0A<td valign=3D"top" bgcolor=3D"#ffffff"><img src= =3D"http://www.furnituretrainingcompany.com/images/email/highpoint_2009_= 04/spacer_disclaimer_middle.jpg" alt=3D"" /><br /> <span style=3D"font-s= ize: xx-small; font-family: Verdana,Arial,Helvetica,sans-serif; color: #= 666666;"><big><big><big><big><small><small><small>If you are not attendi= ng the High Point market in April but would still like to receive a free= Road Map to Sales Success poster visit us on the web at <span style=3D"= text-decoration: underline;"><a class=3D"moz-txt-link-abbreviated" href= =3D"http://www.furnituretrainingcompany.com">www.furnituretrainingcompan= y.com</a></span>, or to speak with a Furniture Training Company represen= tative, call toll free (866) 755-5996. We do not offer free shipping out= side of the U.S. and Canada. Retailers outside of the U.S. and Canada ma= y call for more information. Limit one free Road Map to Sales Success pe= r company. Other copies of the poster may be purchased on our web site.<= br /> <br /> </small></small></small></big></big></big></big></span> <sp= an style=3D"color: #666666;"><small><span style=3D"font-size: xx-small;= font-family: Verdana,Arial,Helvetica,sans-serif;"><big><big><big><small= ><small>We hope you found this message to be useful. However, if you'd r= ather not receive future emails of this sort from The Furniture Training= Company, please <a href=3D"http://www.furnituretraining.com/contact">cl= ick here to unsubscribe</a>.<br /> <br /> </small></small></big></big></= big></span></small><small><span style=3D"font-size: xx-small; font-famil= y: Verdana,Arial,Helvetica,sans-serif;"><big><big><big><small><small>&co= py;Copyright 2009 The Furniture Training Company.<br /> 1770 North Resea= rch Park Way, <br /> North Logan, UT 84341. <br /> All Rights Reserved.<= /small></small></big></big></big></span></small></span><br /></td>=0D=0A= <td valign=3D"top" bgcolor=3D"#ffffff"><img src=3D"http://www.furnituret= rainingcompany.com/images/email/highpoint_2009_04/spacer_disclaimer_righ= t.jpg" alt=3D"" /></td>=0D=0A</tr>=0D=0A</tbody>=0D=0A</table>=0D=0A<tab= le border=3D"0" cellspacing=3D"0" cellpadding=3D"0" width=3D"600" align= =3D"center">=0D=0A<tbody>=0D=0A<tr>=0D=0A<td valign=3D"top" bgcolor=3D"#= ffffff"><img src=3D"http://www.furnituretrainingcompany.com/images/email= /highpoint_2009_04/footer.jpg" alt=3D"" /></td>=0D=0A</tr>=0D=0A</tbody>= =0D=0A</table>=0D=0A<p><br /></p><br><hr><a href=3D'http://localhost/ftc= /app/unsubscribe.php?action=3DoptOut&pid=3D6121&cid=3D19&email=3Dmarkl@f= urnituretrainingcompany.com'>Click to Unsubscribe</a>

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  • Perf: Viewing thousands of images in Silverlight 3 on a 3D Wall

    - by Bob Holland
    I currently work on a very cool Silverlight app that displays photos in a 3D wall space like the Wall3D demo that is thrown in with Blend 3. The problem I am currently facing is performance. The app works like this: As you scroll right or left the 3d photo wall rotates As each movement is made, the next column of photos are downloaded, decoded into a BitmapImage and thrown into a 3D Wall Node. As you can imagine users (if you let them) will want to flip through the photos really quickly, but the problem I have is I cannot display the photos quick enough. In most cases it's a beautiful app that works really well, but when an album contains over 300 photos, you can imagine the sort of memory taken up by all the BitmapImage classes and how moving the slider can jump from photo 20 to photo 120 in a second. Of course we have algorithms in place to not download every photo in between, but I still can't work out a fast way to get the photos displayed. It may be a case that we need to throw away the 'great for show' 3D wall and go to a flat DeepZoom like wall like the Playboy archive one that Vertigo did. Still not sure, let me know your thoughts. P.S. We are using Kit3D for all the 3D work, it's using PerspectiveCamera, Model3DGroup, ModelVisual3D, RotateTransform3D & TranslateTransform3D. Cheers, Bob.

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  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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  • 3D terrain map with Hexagon Grids

    - by Rob
    I'm working on a hobby project (I'm a web/backend developer by day) and I want to create a 3D Tile (terrain) engine. I'm using XNA, but I can use MonoGame, OpenGL, or straight DirectX, so the answer does not have to be XNA specific. I'm more looking for some high level advice on how to approach this problem. I know about creating height maps and such, there are thousands of references out there on the net for that, this is a bit more specific. I'm more concerned with is the approach to get a 3D hexagon tile grid out of my terrain (since the terrain, and all 3d objects, are basically triangles). The first approach I thought about is to basically draw the triangles on the screen in the following order (blue numbers) to give me the triangles for terrain (black triangles) and then make hexes out of the triangles (red hex). This approach seems complicated to me since i'm basically having to draw 4 different types of triangles. The next approach I thought of was to use the existing triangles like I did for a square grid and get my hexes from 6 triangles as follows This seems like the easier approach to me since there are only 2 types of triangles (i would have to play with the heights and widths to get a "perfect" hexagon, but the idea is the same. So I'm looking for: 1) Any suggestions on which approach I should take, and why. 2) How would I translate mouse position to a hexagon grid position (especially when moving the camera around), for example in the second image if the mouse pointer were the green circle, how would I determine to highlight that hexagon and then translating that into grid coordinates (assuming it is 0,0)? 3) Any references, articles, books, etc - to get me going in the right direction. Note: I've done hex grid's and mouse-grid coordinate conversion before in 2d. looking for some pointers on how to do the same in 3d. The result I would like to achieve is something similar to this video.

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  • Learning to code first game, few questions on basic game development and 3D

    - by ProgrammerByDay
    I've been programming for a while, and I'm concurrently learning how to make a basic game and slimdx, and wanted to talk to someone to hopefully get a few pointers. I've read that Tetris is the "Hello, world" of game programming, which made sense to me, so I decided to give it a shot. I've been able to code up a basic version in a few hours, which I'm quite happy with, but I had a few questions about 3D programming. Right now I'm using Direct3D to do display the blocks without any textures (just colored squares). I have a data structure (2d array of bytes, where each byte denotes the presence of a block and its color) which is the "game board," and on every render() call I create a new vertex buffer of the existing squares in the game board, and draw those primitives. This feels very inefficient, and I wondering what would be the idiomatic way of doing this in a 3D world, with matrix/rotations/translation operations. I know 3D is overkill for such a project, but I want to learn any 3d concepts that I can while I'm doing it. I understand that what you'd usually want to do is keep the same vertices/vertex buffers but manipulate them with matrices to achieve rotations/translations, etc. To do so, I assume what would happen is I'd have one vertex buffer for the "active" piece, since that'll be constantly rotated and moved, and have one vertex buffer for the frozen pieces on the bottom of the board, which is pretty much stationary, but will need to be changed/recreated when the active piece becomes frozen. Right now I'm just clearing and redrawing on every render call, which seems like the easiest way to do things, although I wonder if there's a more efficient way to deal with changes. Obviously there are a lot of questions I'm asking here, but if you can even just point me a step or two ahead in terms of how I should be thinking, it'd be great. Thanks

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  • 3D rotation matrices deform object while rotating

    - by Kevin
    I'm writing a small 3D renderer (using an orthographic projection right now). I've run into some trouble with my 3D rotation matrices. They seem to squeeze my 3D object (a box primitive) at certain angles. Here's a live demo (only tested in Google Chrome): http://dl.dropbox.com/u/109400107/3D/index.html The box is viewed from the top along the Y axis and is rotating around the X and Z axis. These are my 3 rotation matrices (Only rX and rZ are being used): var rX = new Matrix([ [1, 0, 0], [0, Math.cos(radiants), -Math.sin(radiants)], [0, Math.sin(radiants), Math.cos(radiants)] ]); var rY = new Matrix([ [Math.cos(radiants), 0, Math.sin(radiants)], [0, 1, 0], [-Math.sin(radiants), 0, Math.cos(radiants)] ]); var rZ = new Matrix([ [Math.cos(radiants), -Math.sin(radiants), 0], [Math.sin(radiants), Math.cos(radiants), 0], [0, 0, 1] ]); Before projecting the verticies I multiply them by rZ and rX like so: vert1.multiply(rZ); vert1.multiply(rX); vert2.multiply(rZ); vert2.multiply(rX); vert3.multiply(rZ); vert3.multiply(rX); The projection itself looks like this: bX = (pos.x + (vert1.x*scale)); bY = (pos.y + (vert1.z*scale)); Where "pos.x" and "pos.y" is an offset for centering the box on the screen. I just can't seem to find a solution to this and I'm still relativly new to working with Matricies. You can view the source-code of the demo page if you want to see the whole thing.

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  • Ways to dynamically render a real world 3d environment in Unity3D

    - by Jake M
    Using Unity3D and C# I am attempting to display a 3d version of a real world location. Inside my Unity3D app, the user will specify the GPS coordinates of a location, then my app will have to generate a 3d plane(anything doesn't have to be a plane) of that location. The plane will show a 500 metre by 500 metre 3d snapshot of that location. How would you suggest I achieve this in Unity3D? What methodology would you use to achieve this? NOTE: I understand that this is a very difficult endevour(to render real world locations dynamically in Unity3d) so I expect to perform many actions to achieve this. I just don't know of all the technologies out there and which would be best for my needs For example: Suggested methodology 1: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Convert that file to a .3ds file using ??? third party converter(is there a converter that exists?) Import .3ds into Unity3D at runtime as a plane(is this possible)? Suggested methodology 2: Prompt user to specify GPS coords Use Google earth API and HTTP to programmatically obtain a .khm file describing that location(Not sure if google earth provides that capability does it?) Unzip the .khm so I have the .dae file Parse .dae file using my own C# parser I will write(do you think its possible to write a .dae parser that can parse the .dae into an array of Vector3 that describe the height map of that location?) Dynamically create a plane in Unity3D and populate it with my array/list of Vector3 points(is it possible to create a plane this way?) Maybe I am meant to create a mesh instead of a plane? Can you think of any other ways I could render a real world 3d environment in Unity3D?

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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  • 3D Character/Model Creator

    - by Click Ok
    I'm in a project to create a 3d game using XNA/C#, and the game will use a lot of 3d characters. Looking at the current 3d games, in some they create near to hundreds of characters, what lead me to think that there are some good 3d character/model creator. To narrow the sample, the game will have characters like the game "Grand Chase". There are some good (and easy) character model creator for to use in XNA development? Free is better, of course, but I will get payed versions too. EDIT: Another question is about the movements of the characters. The movements like walk, jump, sit, etc are "created" by the "character creator tool" or by the game?

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