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	<title>Comments on: 0.2 in January &#8211; Our Happy new Year Gift :)</title>
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	<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html</link>
	<description>The Adobe Flash 3D API</description>
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		<title>By: Wedding</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-5219</link>
		<dc:creator>Wedding</dc:creator>
		<pubDate>Mon, 23 Oct 2006 01:00:20 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-5219</guid>
		<description>&lt;strong&gt;Wedding Information...&lt;/strong&gt;

Wedding...</description>
		<content:encoded><![CDATA[<p><strong>Wedding Information&#8230;</strong></p>
<p>Wedding&#8230;</p>
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		<title>By: gouesse julien (gouessej@yahoo.fr)</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-957</link>
		<dc:creator>gouesse julien (gouessej@yahoo.fr)</dc:creator>
		<pubDate>Tue, 06 Jun 2006 13:32:11 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-957</guid>
		<description>Hi

Quaternions don&#039;t automatically solve gimbal lock problems. For example, when you create a quaternion from Eulerian or Cardanian angles, or when you create a quaternion per rotation axis and then you multiply them, it doesn&#039;t solve your problem at all. Why? Because you can&#039;t use quaternions with no Euler&#039;s angles. At least you use them during the initialisation of quaternions and modification and the true problem comes from the way to combine rotations: R=Rx.Ry.Rz which leads sometimes to lose a degree of freedom. It happens when you turn 0, 90, 180, 270 degrees around Oy for example. Don&#039;t hesitate sending me emails if you need more explanations because I may never come back here.</description>
		<content:encoded><![CDATA[<p>Hi</p>
<p>Quaternions don&#8217;t automatically solve gimbal lock problems. For example, when you create a quaternion from Eulerian or Cardanian angles, or when you create a quaternion per rotation axis and then you multiply them, it doesn&#8217;t solve your problem at all. Why? Because you can&#8217;t use quaternions with no Euler&#8217;s angles. At least you use them during the initialisation of quaternions and modification and the true problem comes from the way to combine rotations: R=Rx.Ry.Rz which leads sometimes to lose a degree of freedom. It happens when you turn 0, 90, 180, 270 degrees around Oy for example. Don&#8217;t hesitate sending me emails if you need more explanations because I may never come back here.</p>
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		<title>By: kiroukou</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-56</link>
		<dc:creator>kiroukou</dc:creator>
		<pubDate>Sat, 24 Dec 2005 11:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-56</guid>
		<description>&lt;p&gt;Sure Cornel, and I appreciate your proposition. I never thought about this possibility, but as I said I don&#039;t think it can be really usefull here. But I&#039;m still not an expert in 3D development, so I can make mistakes too ;)&lt;br /&gt; &lt;br /&gt; An other interessting point about Sandy 0.2 is the event sytem. It will completely change, and be more powerfull thnaks too pixlib (see Osflash.org/pixlib/). I think it&#039;s a really good change, but not yet integrated into Sandy, Christmas first ;)&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Sure Cornel, and I appreciate your proposition. I never thought about this possibility, but as I said I don&#8217;t think it can be really usefull here. But I&#8217;m still not an expert in 3D development, so I can make mistakes too <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p> An other interessting point about Sandy 0.2 is the event sytem. It will completely change, and be more powerfull thnaks too pixlib (see Osflash.org/pixlib/). I think it&#8217;s a really good change, but not yet integrated into Sandy, Christmas first <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: cornel</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-55</link>
		<dc:creator>cornel</dc:creator>
		<pubDate>Fri, 23 Dec 2005 13:29:10 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-55</guid>
		<description>&lt;p&gt;hi&lt;br /&gt; &lt;br /&gt; I&#039;m by no means a 3d guru. I used to use quaternions while playing with opengl, and i thought that i&#039;d make a suggestion. But if you say that they didnt fit well in sandy, i&#039;ll take your word for that :)&lt;br /&gt; i&#039;m looking forward to give sandy 0.2 a try.&lt;br /&gt; &lt;br /&gt; regards&lt;br /&gt; cornel&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>hi</p>
<p> I&#8217;m by no means a 3d guru. I used to use quaternions while playing with opengl, and i thought that i&#8217;d make a suggestion. But if you say that they didnt fit well in sandy, i&#8217;ll take your word for that <img src='/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> <br />
 i&#8217;m looking forward to give sandy 0.2 a try.</p>
<p> regards<br />
 cornel</p>
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		<title>By: kiroukou</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-54</link>
		<dc:creator>kiroukou</dc:creator>
		<pubDate>Fri, 23 Dec 2005 11:14:13 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-54</guid>
		<description>&lt;p&gt;hi Cornel,&lt;br /&gt; Well not sure about your idea... Basically Quaternions are used in the core of the engine, not in this kind of use. I&#039;m not sure about that, so if you can explain to me this idea, it would be great.&lt;br /&gt; &lt;br /&gt; In fact I have a complete Quaternion class, but I still don&#039;t use it in the engine. Quaternion are useful when you want to store a rotation objet (so 4 properties compare to 16!) or when you what to remove the Gimbal Lock effect common with Euler angles. But (!) I&#039;ve never seen so far this effect during my experiment, so I prefer to keep Matrix.&lt;br /&gt; Moreover Sandy allows to mix scale and rotation as transformation for a group. So if I use Quaternion in the core I must transform the quaternion into a MAtrix to apply the multiplication. And in this case quaternion&#039;s use will be slower.&lt;br /&gt; &lt;br /&gt; But I&#039;m not an expert of quaternions, so if I said something wrong, please say it (and explain also, I need to learn too :))&lt;br /&gt; &lt;br /&gt; Merry Christmas Everybody&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>hi Cornel,<br />
 Well not sure about your idea&#8230; Basically Quaternions are used in the core of the engine, not in this kind of use. I&#8217;m not sure about that, so if you can explain to me this idea, it would be great.</p>
<p> In fact I have a complete Quaternion class, but I still don&#8217;t use it in the engine. Quaternion are useful when you want to store a rotation objet (so 4 properties compare to 16!) or when you what to remove the Gimbal Lock effect common with Euler angles. But (!) I&#8217;ve never seen so far this effect during my experiment, so I prefer to keep Matrix.<br />
 Moreover Sandy allows to mix scale and rotation as transformation for a group. So if I use Quaternion in the core I must transform the quaternion into a MAtrix to apply the multiplication. And in this case quaternion&#8217;s use will be slower.</p>
<p> But I&#8217;m not an expert of quaternions, so if I said something wrong, please say it (and explain also, I need to learn too <img src='/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p> Merry Christmas Everybody</p>
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		<title>By: cornel</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-53</link>
		<dc:creator>cornel</dc:creator>
		<pubDate>Thu, 22 Dec 2005 19:24:20 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-53</guid>
		<description>&lt;p&gt;hi&lt;br /&gt; &lt;br /&gt; about the rotation (camera or whatever), what about beign handled with quaternions? Instead of something like:&lt;br /&gt; myCamera.setYaw(...)&lt;br /&gt; myCamera.setPitch(...)&lt;br /&gt; ...&lt;br /&gt; one could do something like:&lt;br /&gt; myCamera.setRotation(new Quaternion(1,0,0,90))&lt;br /&gt; &lt;br /&gt; just my 0.02$&lt;br /&gt; what do you think?&lt;br /&gt; &lt;br /&gt; merry christmas!&lt;br /&gt; cornel&lt;br /&gt; &lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>hi</p>
<p> about the rotation (camera or whatever), what about beign handled with quaternions? Instead of something like:<br />
 myCamera.setYaw(&#8230;)<br />
 myCamera.setPitch(&#8230;)<br />
 &#8230;<br />
 one could do something like:<br />
 myCamera.setRotation(new Quaternion(1,0,0,90))</p>
<p> just my 0.02$<br />
 what do you think?</p>
<p> merry christmas!<br />
 cornel
 </p>
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		<title>By: kiroukou</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-52</link>
		<dc:creator>kiroukou</dc:creator>
		<pubDate>Tue, 20 Dec 2005 18:42:54 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-52</guid>
		<description>&lt;p&gt;Yes sorry you&#039;ve right ;)&lt;br /&gt; It took time for me to understand where is the problem. It&#039;s because I&#039;ve changed the VPlane primitiv in my local version ;) I&#039;ve added a boolean in the constructor to make a rotation of 90 degrees, so to do what you want.&lt;br /&gt; But as I&#039;ve said, I&#039;ll change that in the next release. It&#039;s really not useful like this !&lt;br /&gt; ++&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Yes sorry you&#8217;ve right <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> <br />
 It took time for me to understand where is the problem. It&#8217;s because I&#8217;ve changed the VPlane primitiv in my local version <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I&#8217;ve added a boolean in the constructor to make a rotation of 90 degrees, so to do what you want.<br />
 But as I&#8217;ve said, I&#8217;ll change that in the next release. It&#8217;s really not useful like this !<br />
 ++</p>
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		<title>By: Alan Shaw</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-51</link>
		<dc:creator>Alan Shaw</dc:creator>
		<pubDate>Tue, 20 Dec 2005 17:35:15 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-51</guid>
		<description>&lt;p&gt;--&lt;br /&gt; You can do like this :&lt;br /&gt; var plane:Object3D = new VPlane(100,100, 4);&lt;br /&gt; plane.setPosition(500,0,0);&lt;br /&gt; --&lt;br /&gt; &lt;br /&gt; I don&#039;t believe this answers my question.  It appears that the plane is still parallel to the XY plane.&lt;br /&gt; &lt;br /&gt; &lt;br /&gt; --&lt;br /&gt; But I don&#039;t like the fact to separate HPlane to VPlane... Will change soon too ;)&lt;br /&gt; --&lt;br /&gt; &lt;br /&gt; &lt;br /&gt; Excellent!&lt;br /&gt; &lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>&#8211;<br />
 You can do like this :<br />
 var plane:Object3D = new VPlane(100,100, 4);<br />
 plane.setPosition(500,0,0);<br />
 &#8211;</p>
<p> I don&#8217;t believe this answers my question.  It appears that the plane is still parallel to the XY plane.</p>
<p>
 &#8211;<br />
 But I don&#8217;t like the fact to separate HPlane to VPlane&#8230; Will change soon too <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> <br />
 &#8211;</p>
<p>
 Excellent!
 </p>
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		<title>By: kiroukou</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-50</link>
		<dc:creator>kiroukou</dc:creator>
		<pubDate>Tue, 20 Dec 2005 14:48:14 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-50</guid>
		<description>&lt;p&gt;Hi,&lt;br /&gt; You can do like this : &lt;br /&gt; var plane:Object3D = new VPlane(100,100, 4);&lt;br /&gt; plane.setPosition(500,0,0);&lt;br /&gt; &lt;br /&gt; But I don&#039;t like the fact to separate HPlane to VPlane... Will change soon too ;)&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>Hi,<br />
 You can do like this : <br />
 var plane:Object3D = new VPlane(100,100, 4);<br />
 plane.setPosition(500,0,0);</p>
<p> But I don&#8217;t like the fact to separate HPlane to VPlane&#8230; Will change soon too <img src='/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Alan Shaw</title>
		<link>http://www.flashsandy.org/blog/02-in-january-our-happy-new-year-gift.html#comment-49</link>
		<dc:creator>Alan Shaw</dc:creator>
		<pubDate>Tue, 20 Dec 2005 03:13:29 +0000</pubDate>
		<guid isPermaLink="false">http://sandy.media-box.net/blog/02-in-january-our-happy-new-year-gift.html#comment-49</guid>
		<description>&lt;p&gt;I have started my little project.  How can I create a plane parallel to the YZ plane, at X=500 for example?&lt;/p&gt;</description>
		<content:encoded><![CDATA[<p>I have started my little project.  How can I create a plane parallel to the YZ plane, at X=500 for example?</p>
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