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	<title>Comments on: Radians vs Degress, New Class and Other News</title>
	<atom:link href="http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/</link>
	<description>JiglibFlash 3D Physics Engine AS3</description>
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		<title>By: Michael Iv</title>
		<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/comment-page-1/#comment-117</link>
		<dc:creator>Michael Iv</dc:creator>
		<pubDate>Sun, 23 Aug 2009 06:55:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=74#comment-117</guid>
		<description>Ok The problem is the Coordinate System in 3ds Max . I am saying it in connection to PV3D . Before exporting Collada one must play around with flipping local Z Y coords of each part of the  car . Once again it depends on the 3ds max Version . The best id to use 3ds Max 9 as it s most matching for Collada Output . If you will not flip the axis Y Z properly you will have such anomalies as Wheels rotating around Y instead of rolling and so on. With Away3d there us a bigger problem . In the new Version of JiglIb the JCar asks for skin that is mesh and in away 3d mesh ca not nest objects so  you cant assign the wheels to the JCar as it shown in the Jig&#124;Lib Car example . In away 3d you when you get Collada file  the Object that has nested wheels is ObjectContainer3d so it is not mesh and therefor you cannot assign it to the JCar . Shortly I tried different ways to overcome this barrier but found nothing . I believe that only the Guy who wrote the JigLib knows how to build an Away3d based car with JigLib.</description>
		<content:encoded><![CDATA[<p>Ok The problem is the Coordinate System in 3ds Max . I am saying it in connection to PV3D . Before exporting Collada one must play around with flipping local Z Y coords of each part of the  car . Once again it depends on the 3ds max Version . The best id to use 3ds Max 9 as it s most matching for Collada Output . If you will not flip the axis Y Z properly you will have such anomalies as Wheels rotating around Y instead of rolling and so on. With Away3d there us a bigger problem . In the new Version of JiglIb the JCar asks for skin that is mesh and in away 3d mesh ca not nest objects so  you cant assign the wheels to the JCar as it shown in the Jig|Lib Car example . In away 3d you when you get Collada file  the Object that has nested wheels is ObjectContainer3d so it is not mesh and therefor you cannot assign it to the JCar . Shortly I tried different ways to overcome this barrier but found nothing . I believe that only the Guy who wrote the JigLib knows how to build an Away3d based car with JigLib.</p>
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		<title>By: Ringo</title>
		<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/comment-page-1/#comment-98</link>
		<dc:creator>Ringo</dc:creator>
		<pubDate>Sun, 02 Aug 2009 21:45:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=74#comment-98</guid>
		<description>Hi Michael,

Yeah i saw that problem aswell, but didnt had enough time to fix that yet. If you come up with a solution contact me, i&#039;ll make sure the fix will be committed. Thanks letting us know.</description>
		<content:encoded><![CDATA[<p>Hi Michael,</p>
<p>Yeah i saw that problem aswell, but didnt had enough time to fix that yet. If you come up with a solution contact me, i&#8217;ll make sure the fix will be committed. Thanks letting us know.</p>
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		<title>By: Michael</title>
		<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/comment-page-1/#comment-97</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Fri, 31 Jul 2009 22:05:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=74#comment-97</guid>
		<description>Dont look at the tutorial of Mike Lively because his aproach there is totally different :he creates the car without using any physics engine
. I can tell you one thing . I am developing a racing game now and I was braking my head for 2 weeks in order to understand how to recreate the car which would behave similar to the car in the example . I am working in 3ds max and I found that there is an issue of coordinate system matching . You have to try changing local coordinate gizmos of each wheel and eventually (after a 2-4 hours of hard work) i think you will manage to match your car&#039;s parts to the physics of JigLib</description>
		<content:encoded><![CDATA[<p>Dont look at the tutorial of Mike Lively because his aproach there is totally different :he creates the car without using any physics engine<br />
. I can tell you one thing . I am developing a racing game now and I was braking my head for 2 weeks in order to understand how to recreate the car which would behave similar to the car in the example . I am working in 3ds max and I found that there is an issue of coordinate system matching . You have to try changing local coordinate gizmos of each wheel and eventually (after a 2-4 hours of hard work) i think you will manage to match your car&#8217;s parts to the physics of JigLib</p>
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		<title>By: Rossman</title>
		<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/comment-page-1/#comment-87</link>
		<dc:creator>Rossman</dc:creator>
		<pubDate>Thu, 18 Jun 2009 17:31:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=74#comment-87</guid>
		<description>Hey,
I was checking out the library, great stuff.  I am trying to make my own car in 3DS Max and I can&#039;t figure out how you guys set up the front right/left wheel PIVOT&#039;s in 3DS?

I followed this tutorial and have a car with &quot;discs&quot; for pivoting the front wheels...
http://professionalpapervision.wordpress.com/2009/03/31/building-the-flintstones-car-for-papervision3d/

Any advice appreciated!</description>
		<content:encoded><![CDATA[<p>Hey,<br />
I was checking out the library, great stuff.  I am trying to make my own car in 3DS Max and I can&#8217;t figure out how you guys set up the front right/left wheel PIVOT&#8217;s in 3DS?</p>
<p>I followed this tutorial and have a car with &#8220;discs&#8221; for pivoting the front wheels&#8230;<br />
<a href="http://professionalpapervision.wordpress.com/2009/03/31/building-the-flintstones-car-for-papervision3d/" rel="nofollow">http://professionalpapervision.wordpress.com/2009/03/31/building-the-flintstones-car-for-papervision3d/</a></p>
<p>Any advice appreciated!</p>
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		<title>By: Tiago Diaz</title>
		<link>http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/comment-page-1/#comment-51</link>
		<dc:creator>Tiago Diaz</dc:creator>
		<pubDate>Thu, 23 Apr 2009 13:31:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.jiglibflash.com/blog/?p=74#comment-51</guid>
		<description>Well i dont have too much words to descrive the enhancements, only that, they are great, i used the old version, and now this one, i am upgrading my project to this version, less code, better quality, more faster and cappable.

In the older version i was thinking to test the WOW Engine when he publish the new version... But now...

Thanks peopple.</description>
		<content:encoded><![CDATA[<p>Well i dont have too much words to descrive the enhancements, only that, they are great, i used the old version, and now this one, i am upgrading my project to this version, less code, better quality, more faster and cappable.</p>
<p>In the older version i was thinking to test the WOW Engine when he publish the new version&#8230; But now&#8230;</p>
<p>Thanks peopple.</p>
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