Search Results

Search found 12793 results on 512 pages for 'format specifiers'.

Page 79/512 | < Previous Page | 75 76 77 78 79 80 81 82 83 84 85 86  | Next Page >

  • With paperclip, how can I change the image location to a ":parent_model_id/:id" folder format?

    - by Jamis Charles
    Given that I have a Listing model that has many images and each image has one attachment, how can I have the listing_id be part of the folder structure? Like so: system/photos/[listing_id]/:id I know that using :id will output the id of the image record. Here's what I currently have: class Image < ActiveRecord::Base belongs_to :listing #Rails ActiveRecord Relation. An image belongs to a post. # paperclip data has_attached_file :photo, :styles => { :medium => "300x300>", :thumb => "100x100>" }, :url => "/public/system/:class/:attachment/:id/:style_:filename" end

    Read the article

  • Is it possible to format C++ code with VIM?

    - by Werner
    Hi, I am rather new to VIM. I got some source code and this is a mess. At a first sight I would like at least to get a clear and organised view of the code, so I like to get it rightly formatted, I mean indented depending on the depth of the functions and so. I wonder if it can be done with VIM, and otherwise which other commandline tools for that can you recommend. Thanks

    Read the article

  • How do i create multiple URLs with /controller/action/ format?

    - by Angela
    I have several controller/actions where no :id needs to be passed. what I did with the first two was make a custom route defining the controller and action. I thought that the default would allow me to create controller/action.xml by using respond_to in the controller, but that doesn't appear to be the right way. How can I create controller/action URL's (some are .xml) without creating a special route with map.connect?

    Read the article

  • x86 Instruction Format: "ba 0e 00 00 00" ... "mov $0xe,%edx"

    - by Andrew Tomazos - Fathomling
    I'm getting the following line in the disassembly from objdump -d of an x86 linux program... 4000b0: ba 0e 00 00 00 mov $0xe,%edx I'm trying to understand how the machine code "ba 0e 00 00 00" maps to "mov $0xe,%edx" In the manual move immediate 32-bit is: B8 + rd ... MOV r32, imm32 ie "B8" not "BA" In fact none of the MOV opcodes are "BA". If someone could break down "ba 0e 00 00 00" and explain bit-wise how to get to "mov $0xe,%edx" it would be most helpful.

    Read the article

  • Odd toString behavior in javascript

    - by George
    I have this small function that's behaving oddly to me. Easy enough to work around, but enough to pique my curiosity. function formatNumber(number,style) { if (typeof style == 'number') { style = style.toString(); } return (number).format(style); } The return format part is based on another function that requires the style variable to be a string to work properly, so I'm just checking if style is a number and if it is to convert it to a string. When the function above is written as is, the format function format doesn't work properly. However when I write it as simply: return (number).format(style.toString()); Everything works. Is there a difference between putting the .toString function inside the format call vs performing it before hand and setting it as the variable style?

    Read the article

  • Which ISO format should I use to store a user's language?

    - by John Himmelman
    Should I use ISO 639-1 (2-letter abbreviation) or ISO 639-2 (3 letter abbrv) to store the user's language? Both are official standards, but which is the de facto standard in the development community? I think ISO 639-1 would be easier to remember, and is probably more popular for that reason, but thats just a guess. The site I'm building will have a separate site for the US, Brazil, Russia, China, & the UK. http://en.wikipedia.org/wiki/ISO_639

    Read the article

  • How do I customize the format of git rebase --interactive commit messages?

    - by adamjford
    Hi everyone, I use git for my local work (and love it ever so much), and I follow a workflow similar to the one described in this article. So basically, when starting on a new feature, I create a branch for it, go through the usual hack then commit cycle, and when I think I'm done with it, I squash it into a single commit using git rebase --interactive master, and these squashed commit messages always end up looking like the example in the article, reproduced here: [#3275] User Can Add A Comment To a Post * Adding Comment model, migrations, spec * Adding Comment controller, helper, spec * Adding Comment relationship with Post * Comment belongs to a User * Comment form on Post show page Of course, that's after a bunch of removing # This is the xth commit message lines and copy/pasting * in front of each commit message. Now, what I was wondering, is there any way to customize how git rebase -i outputs the merged commit messages so I don't have to do all that hacking? (I use msysgit, if that matters.) Thanks!

    Read the article

  • What's a good way to format AJAX responses? Or, using Django templating with AJAX

    - by synic
    In some of the code I'm working on, the author max AJAX calls to a Django view that returns JSON. Once the JSON is retrieved, it'll be injected into the page with a function that looks like this (note, this is a simplification, but I'm sure you know what I'm getting at here): function build_event_listing(events) { var html = ''; for(int i = 0; i < events.length; i++) { event = events[i]; html += "<h2>" + event.title + "</h2>\n"; html += "<p>" + event.description + "</p>"; html += "Click <a href='/event/view/" + event.id + "'>here<a> for more info."; } events_div.html(html); } I really don't like this approach. To change the look of each event listing, the designer would have to modify that ugly JS. I'd much rather make use of Django's templating system, but I'm wondering how I can do this? I had the idea of writing the view like this: def view_listings(req): events = models.Event.objects.all() html = [] for event in events: html.append( render_to_string('event/single_event.html', { 'event': event, }, context_instance=RequestContext(req)) return HttpResponse(''.join(html), mimetype='text/html') ... but it just seems like there should be a better way. Any ideas?

    Read the article

  • How to validate phone number(US format) in Java?

    - by Maxood
    I just want to know where am i wrong here: import java.io.*; class Tokens{ public static void main(String[] args) { //String[] result = "this is a test".split(""); String[] result = "4543 6546 6556".split(""); boolean flag= true; String num[] = {"0","1","2","3","4","5","6","7","8","9"}; String specialChars[] = {"-","@","#","*"," "}; for (int x=1; x<result.length; x++) { for (int y=0; y<num.length; y++) { if ((result[x].equals(num[y]))) { flag = false; continue; } else { flag = true; } if (flag == true) break; } if (flag == false) break; } System.out.println(flag); } }

    Read the article

  • How to convert a datetime value into a varchar with MM/dd/yyyy HH:MM:SS AM/PM format?

    - by Jyina
    I need to convert the below date into the output as shown. I can get the date part using the code 101 but for the time I could not find any code that translates the time to HH:MM:SS AM/PM? Any ideas please? Thank you! declare @adddate datetime Set @adddate = 2011-07-06T22:30:07.5205649-04:00 Convert(varchar, @adddate, 101) + ' ' + Convert(varchar, @adddate, 108) The output should be 06/07/2011 10:30:07 PM

    Read the article

  • Macro C++ Issues __VA_ARGS__

    - by CodeLizard
    What (if any) are some potential problems with a C++ macro usage like this? Would an inline function be a more appropriate solution? #define EVENT_INFO(_format_, ...) CMyEvent::Generate(__FILE__, __LINE__, CMyEvent::EVT_HIGH, _format_, __VA_ARGS__) void CMyEvent::Generate( const char* file, // filename int line, // line number CMyEvent::LEVEL level, // severity level const char *format, // format of the msg / data ...) // variable arguments { // Get a message from the pool CMyEvent* p_msg = GetMessageFromPool(); if(p_msg != NULL) { va_list arguments; // points to each unnamed argument va_start(arguments, format); // Fill the object with strings and data. p_msg->Fill(file, line, level, 0, format, arguments); va_end(arguments); } }

    Read the article

  • ps1xml is not digitally signed

    - by blsub6
    I'm trying to load Exchange Management Shell and it gives me a big 'ol red error that says: Import-Module : There were errors in loading the format data file: Microsoft.PowerShell, , %APPDATA%\Roaming\Microsoft\Exchange\RemotePowerShell\DOMAINNAME.format.ps1xml : File skipped because of the following validation exception: File %APPDATA%\Roaming\Microsoft\Exchange\RemotePowerShell\DOMAINNAME.format.ps1xml cannot be loaded. The file %APPDATA%\Roaming\Microsoft\ExchangeRemotePowerShell\DOMAINNAME\DOMAINNAME.format.ps1xml is not digitally signed. The script will not execute on the system. Please see "get-help about_signing" for more details... The %APPDATA% is stored on an external server on my network (that I can ping to without problems). I am missing a ton of PS cmdlets too, which I'm presuming are stored in '*.format.ps1xml' Can someone tell me where to start?

    Read the article

  • Share OneNote 2010 Notebooks with OneNote 2007

    - by Matthew Guay
    OneNote is the new star of the Office Suite, and is included in every edition of Office 2010.  OneNote’s file format has been changed in the 2010 version, so here’s how you can still share your notebooks with those using OneNote 2007. Convert your OneNote Notebooks to 2007 Format If you open a notebook from OneNote 2010 in OneNote 2007, you may see this warning informing you that the notebook was created in a newer version of OneNote and cannot be opened. To make your 2010 notebooks compatible with OneNote 2007, you need to convert them inside OneNote 2010.  In OneNote 2010, open the File menu; this should open to the Info tab by default.  Select the Settings button beside the notebook you want to use in OneNote 2007, and select Properties. In the properties dialog, click “Convert to 2007”. You may see a warning that some formatting, content, and history that is incompatible with OneNote 2007 will be removed.  Click Ok to continue. OneNote will automatically convert everything in this notebook to 2007 format.  If your notebook is very large, this may take a few minutes. Once the conversion is completed, you can re-open the properties dialog to see the change.  The format is listed as OneNote 2007 format, and you have the option to convert to 2010.  Your 2007 formatted notebook is still fully usable in OneNote 2010, but you may not be able to use some of the newer features in it. Now that your notebook is in 2007 format, you can share it with OneNote 2007 users.  Here’s our notebook, the OneNote 2010 guide, open in OneNote 2007 after the conversion. Conclusion OneNote can be a great collaboration tool, and with this simple trick you can collaborate with those using older versions of OneNote.  Additionally, if you are currently running Office 2010 beta but plan to switch back to Office 2007 when the beta expires, then make sure to do this to any new notebooks you’ve created so you can still use them. Similar Articles Productive Geek Tips OCR anything with OneNote 2007 and 2010How To Upload Office 2010 Documents to Web Apps Technical PreviewShare Your Calendar in Outlook 2003 / Exchange EnvironmentSee Where a Package is Installed on UbuntuClear All Browsing History in Safari TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job?

    Read the article

  • Download YouTube Videos the Easy Way

    - by Trevor Bekolay
    You can’t be online all the time, and despite the majority of YouTube videos being nut-shots and Lady Gaga parodies, there is a lot of great content that you might want to download and watch offline. There are some programs and browser extensions to do this, but we’ve found that the easiest and quickest method is a bookmarklet that was originally posted on the Google Operating System blog (it’s since been removed). It will let you download standard quality and high-definition movies as MP4 files. Also, because it’s a bookmarklet, it will work on any modern web browser, and on any operating system! Installing the bookmarket is easy – just drag and drop the Get YouTube video link below to the bookmarks bar of your browser of choice. If you’ve hidden the bookmark bar, in most browsers you can right-click on the link and save it to your bookmarks. Get YouTube video   With the bookmarklet available in your browser, go to the YouTube video that you’d like to download. Click on the Get YouTube video link in your bookmarks bar, or in the bookmarks menu, wherever you saved it earlier. You will notice some new links appear below the description of the video. If you download the standard definition file, it will save as “video.mp4” by default. However, if you download the high definition file, it will save with the same name as the title of the video. There are many methods of downloading YouTube videos…but we think this is the easiest and quickest method. You don’t have to install anything or use up resources, but you can still get a link to download an MP4 with one click. Do you use a different method to download Youtube videos? Let us know about it in the comments! javascript:(function(){if(document.getElementById(’download-youtube-video’))return;var args=null,video_title=null,video_id=null,video_hash=null;var download_code=new Array();var fmt_labels={‘18′:’standard%20MP4′,’22′:’HD%20720p’,'37′:’HD%201080p’};try{args=yt.getConfig(’SWF_ARGS’);video_title=yt.getConfig(’VIDEO_TITLE’)}catch(e){}if(args){var fmt_url_map=unescape(args['fmt_url_map']);if(fmt_url_map==”)return;video_id=args['video_id'];video_hash=args['t'];video_title=video_title.replace(/[%22\'\?\\\/\:\*%3C%3E]/g,”);var fmt=new Array();var formats=fmt_url_map.split(’,');var format;for(var i=0;i%3Cformats.length;i++){var format_elems=formats[i].split(’|');fmt[format_elems[0]]=unescape(format_elems[1])}for(format in fmt_labels){if(fmt[format]!=null){download_code.push(’%3Ca%20href=\”+(fmt[format]+’&title=’+video_title)+’\'%3E’+fmt_labels[format]+’%3C/a%3E’)}elseif(format==’18′){download_code.push(’%3Ca%20href=\’http://www.youtube.com/get_video?fmt=18&video_id=’+video_id+’&t=’+video_hash+’\'%3E’+fmt_labels[format]+’%3C/a%3E’)}}}if(video_id==null||video_hash==null)return;var div_embed=document.getElementById(’watch-embed-div’);if(div_embed){var div_download=document.createElement(’div’);div_download.innerHTML=’%3Cbr%20/%3E%3Cspan%20id=\’download-youtube-video\’%3EDownload:%20′+download_code.join(’%20|%20′)+’%3C/span%3E’;div_embed.appendChild(div_download)}})() Similar Articles Productive Geek Tips Watch YouTube Videos in Cinema Style in FirefoxDownload YouTube Videos with Cheetah YouTube DownloaderStop YouTube Videos from Automatically Playing in FirefoxImprove YouTube Video Viewing in Google ChromeConvert YouTube Videos to MP3 with YouTube Downloader TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional 15 Great Illustrations by Chow Hon Lam Easily Sync Files & Folders with Friends & Family Amazon Free Kindle for PC Download Stretch popurls.com with a Stylish Script (Firefox) OldTvShows.org – Find episodes of Hitchcock, Soaps, Game Shows and more Download Microsoft Office Help tab

    Read the article

  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

    Read the article

  • What word processor can manage left and right pages separately?

    - by chtfn
    I was after a word processor that can manage left and right pages separately so I can have my text on the right pages and my illustrations on the left pages. I know LibeOffice can set "left page" and "right page" formats, but there is no simple way to make the text jump from right page to right page when writing. I don't know what would be the best way to do that, but I guess I need an app that is designed for writing books and do that kind of thing, or an app that can associate a page format with an object format (so the "illustration" format can be exclusively associated with "left page" format, and "text body" exclusively associated with "right page", for example). Or is there an extension for LO or OOo out there that I didn't hear about? Cheers!

    Read the article

  • Desktop Fun: Happy New Year Icon and Font Packs

    - by Asian Angel
    With the Christmas holiday so near, New Year’s Eve and Day will not be far behind. To help you prepare those New Year’s Eve and Day celebrations we have put together a nice collection of fonts for party invitations, fliers, decorations, and more. We also have icon goodness to make your desktop all bright and shiny for the new year. Sneak Preview This is the New Year’s desktop that we put together using the Birthday Icon Set shown below. Note: The original unmodified version of this wallpaper can be found here. An up close look at the icons that we used… The Icon Packs Note: To customize the icon setup on your Windows 7 & Vista systems see our article here. Using Windows XP? We have you covered here. New Year Celebration Icon Set *.ico format only Download New Year Party Icon *.ico, .png, and .icns format Note: This icon is available for download in single file format (based on format type and/or image size). Download Celebration *.ico format only Download Birthday *.ico, .png, and .icns format Special Note: While not an official New Year’s set of icons, it will still work nicely for a New Year’s or celebration desktop setup. Download The Font Packs Note: To manage the fonts on your Windows 7, Vista, & XP systems see our article here. Cocktail Bubbly Download Fontdinerdotcom Sparkly Download Confetti Download KR Happy New Year 2002 Note: For those who are curious about this font’s shape, it is a cork popping out of a champagne bottle. Download NewYearBats *includes 52 individual characters Note: This group represents A – Z in all capital letters. Note: This group represents A – Z in all lower case letters. Download LCR Party Dings *includes 26 individual characters (A – Z), not case sensitive Special Note: This font is an all-purpose type that covers a variety of party/celebration types from New Year’s to birthdays. Download For more great ways to customize your computer be certain to look through our Desktop Fun section. Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Track Weather Conditions with the Weather Underground Web App for Chrome These 8-Bit Mario Wood Magnets Put Video Games on Your Fridge Christmas Themes 4 Pack for Chrome and Iron Browser Enjoy the First Total Lunar Eclipse in 372 Years This Evening Gmail’s Free Calling Extended Through 2011 Voice Search Brings Android-Style Voice Search to Google Chrome

    Read the article

< Previous Page | 75 76 77 78 79 80 81 82 83 84 85 86  | Next Page >