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		<title>cocos2d for iPhone &#187; Tag: cocos2d tool maya animation - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/cocos2d-tool-maya-animation</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 24 May 2013 17:32:29 +0000</pubDate>
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		<item>
			<title>freelogin on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-191807</link>
			<pubDate>Tue, 09 Oct 2012 22:56:32 +0000</pubDate>
			<dc:creator>freelogin</dc:creator>
			<guid isPermaLink="false">191807@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>No Help :(<br />
Wonderful
</p></description>
		</item>
		<item>
			<title>freelogin on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-188561</link>
			<pubDate>Mon, 01 Oct 2012 19:35:06 +0000</pubDate>
			<dc:creator>freelogin</dc:creator>
			<guid isPermaLink="false">188561@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I have the same problem: (</p>
<p><a href="http://www.image-share.com/ipng-1760-242.html" rel="nofollow">http://www.image-share.com/ipng-1760-242.html</a></p>
<p>I tried: cocos2d-iphone-2.1-beta2, cocos2d-iphone-1.0.1, Kobold2D_v2.0.4<br />
Please lay out a working version for cocos2d 2.0.<br />
Together with all libraries.
</p></description>
		</item>
		<item>
			<title>dyego_s on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-186650</link>
			<pubDate>Thu, 27 Sep 2012 14:48:28 +0000</pubDate>
			<dc:creator>dyego_s</dc:creator>
			<guid isPermaLink="false">186650@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I tried to use FlashToCocos2D that required TBXML Library to work. I put them all together and run with the robot sprites exemple from FlashToCocos2D and when I build the robot stay like the picture in the link bellow and nothing happens.</p>
<p><a href="http://www.image-share.com/ipng-1760-242.html" rel="nofollow">http://www.image-share.com/ipng-1760-242.html</a></p>
<p>has someone the same problem?
</p></description>
		</item>
		<item>
			<title>Alexander_Hartdegen on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-181730</link>
			<pubDate>Mon, 17 Sep 2012 03:44:17 +0000</pubDate>
			<dc:creator>Alexander_Hartdegen</dc:creator>
			<guid isPermaLink="false">181730@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Neat~ thanks
</p></description>
		</item>
		<item>
			<title>dongin on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-181348</link>
			<pubDate>Sat, 15 Sep 2012 06:26:09 +0000</pubDate>
			<dc:creator>dongin</dc:creator>
			<guid isPermaLink="false">181348@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>To resolve retina display problem, modify the code in FTCSprite.m:</p>
<p>====== old code =====<br />
[self setPosition:CGPointMake(_frameInfo.x, _frameInfo.y)]; </p>
<p>====== new code =====<br />
[self setPosition:ccpMult( CGPointMake(_frameInfo.x, _frameInfo.y), 1/CC_CONTENT_SCALE_FACTOR() )];  </p>
<p>Just do a simple test, hope useful.
</p></description>
		</item>
		<item>
			<title>Alexander_Hartdegen on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-179797</link>
			<pubDate>Fri, 07 Sep 2012 07:25:39 +0000</pubDate>
			<dc:creator>Alexander_Hartdegen</dc:creator>
			<guid isPermaLink="false">179797@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,<br />
I managed to got the codes working for the latest cocos2d v2.0. However, I am having some issues with retina display as the positions are totally off. Does anyone has any issue with this and have solved it??</p>
<p>Any advice would be much appreciated!
</p></description>
		</item>
		<item>
			<title>romiragon on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-158947</link>
			<pubDate>Sun, 13 May 2012 08:02:29 +0000</pubDate>
			<dc:creator>romiragon</dc:creator>
			<guid isPermaLink="false">158947@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Wonderful work! Thanks!
</p></description>
		</item>
		<item>
			<title>Athenaeum on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-155741</link>
			<pubDate>Thu, 26 Apr 2012 09:20:00 +0000</pubDate>
			<dc:creator>Athenaeum</dc:creator>
			<guid isPermaLink="false">155741@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20492'>varedis</a> I tried Flash2Cocos2D  just moment , It still has some questions.    The Flash2Cocos2D  support retina display ?  I think the tutorial should include about retina display
</p></description>
		</item>
		<item>
			<title>varedis on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-155739</link>
			<pubDate>Thu, 26 Apr 2012 09:03:14 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">155739@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/89603'>Athenaeum</a> - It is probably very broken with recent updates to Cocos2d like retina iPad support, the Maya implementation was always a bit strange and quite fragile, I would look at the <a href="https://github.com/TheDamArmada/Flash2Cocos2D" rel="nofollow">https://github.com/TheDamArmada/Flash2Cocos2D</a> that @<a href='http://www.cocos2d-iphone.org/forum/profile/51831'>jordi_tda</a> linked above.
</p></description>
		</item>
		<item>
			<title>Athenaeum on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-155734</link>
			<pubDate>Thu, 26 Apr 2012 08:26:13 +0000</pubDate>
			<dc:creator>Athenaeum</dc:creator>
			<guid isPermaLink="false">155734@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20492'>varedis</a> I  used your project , but the retina display still Incorrect ？？ please help me - -
</p></description>
		</item>
		<item>
			<title>MikeSz on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-150974</link>
			<pubDate>Sat, 31 Mar 2012 08:30:30 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">150974@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>We also managed to connect it to Flash yesterday :) </p>
<p>In fact things are looking very good - I have connected TDAnimEngine to a ragdoll defined in LevelHelper which gives almost same capabilities as you can see in Zombie Smash game. There was quite a mess with connecting and transforming bodies due to anchors not being in (.5,.5), but it's solved now</p>
<p>I will be further optimizing the FTC and XML parser class, especially on the resource loading side (for example I want to remove multiple I/O reads of the same file)</p>
<p>Unfortunately, our code is an absolute mess right now, so no way I can post it... but other than that - I'll be posting about solutions to various problems that we encounter along the way</p>
<p>The tool is absolutely awesome !
</p></description>
		</item>
		<item>
			<title>arpitak on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-150967</link>
			<pubDate>Sat, 31 Mar 2012 07:36:58 +0000</pubDate>
			<dc:creator>arpitak</dc:creator>
			<guid isPermaLink="false">150967@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey guys, me and my team have been working on Skeletal Animation and tried out all methods - Maya to Cocos2d and Flash to Cocos2d and finally we got things working.<br />
We documented it on our website. You can go and have a look here:</p>
<p><a href="http://www.mechmocha.com/cocos2d-skeletal-animation-part-1/" rel="nofollow">http://www.mechmocha.com/cocos2d-skeletal-animation-part-1/</a>
</p></description>
		</item>
		<item>
			<title>MikeSz on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-150365</link>
			<pubDate>Tue, 27 Mar 2012 09:33:34 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">150365@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Bump</p>
<p>I'm also having problem with retina images...  I took the robot images, made them twice larger (retinized) but the resulting positions are all wrong :/</p>
<p>I think this line might be to blame:<br />
CGSize eSize = [_sprite boundingBoxInPixels].size;</p>
<p>EDIT: Confirmed. Change it to simple [_sprite boundingBox].size; and retina images will work
</p></description>
		</item>
		<item>
			<title>MikeSz on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-150175</link>
			<pubDate>Mon, 26 Mar 2012 10:24:01 +0000</pubDate>
			<dc:creator>MikeSz</dc:creator>
			<guid isPermaLink="false">150175@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just started working with it, so far seems cool, though I am having some issues (more on that later). What I'm trying to achieve is an effect similar to the one in Zombie Smash - characters would move using artist-defined animation and switch to ragdoll when the need arises (Ideally I want to connect it to LevelHelper, and define the ragdoll there... so it's a mess ;) )</p>
<p>Anyways - one thing that definitely doesn't work out of the box is spritesheet support. The parser does look for a spritesheet, but it assumes that it's name is defined in the "robot_sheet.xml". However, if you want to use your own spritesheet (say for all the characters in your game) - the parser will crash. It will try to create sprite from file (as the sheet check returns false, unless you modify it yourself) which is not there</p>
<p>Other than that - as I said I just started working on it, but thins look VERY promising :)</p>
<p>Thank you !
</p></description>
		</item>
		<item>
			<title>GarrettVD on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-149180</link>
			<pubDate>Mon, 19 Mar 2012 17:29:56 +0000</pubDate>
			<dc:creator>GarrettVD</dc:creator>
			<guid isPermaLink="false">149180@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Great work, @<a href='http://www.cocos2d-iphone.org/forum/profile/51831'>jordi_tda</a>.
</p></description>
		</item>
		<item>
			<title>AggroPanda on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-149176</link>
			<pubDate>Mon, 19 Mar 2012 16:35:28 +0000</pubDate>
			<dc:creator>AggroPanda</dc:creator>
			<guid isPermaLink="false">149176@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi jordi_tda,</p>
<p>Amazing work, I'm just going to have a quick play with it. Does it support retina screens? That's on of the problems I had with the maya lib, I just couldn't get it working with retina.</p>
<p>Thanks.
</p></description>
		</item>
		<item>
			<title>jordi_tda on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186/page/2#post-148781</link>
			<pubDate>Fri, 16 Mar 2012 12:16:42 +0000</pubDate>
			<dc:creator>jordi_tda</dc:creator>
			<guid isPermaLink="false">148781@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys,</p>
<p>Sorry for the late reply.<br />
To be honest, we dropped the TDAnimEngine because we found MEL Script very hard to grasp and very confusing to it came to understand how the different modifiers were applied. It depends so much on how you create your scene that made it almost impossible to fix for us.</p>
<p>So we moved to Flash. It's basically the same philosophy: </p>
<p>- you create your character<br />
- you create as many animations as you want (even adding custom events on the timeline)<br />
- export it using Grapefrukt amazing export library<br />
- import the assets created to your Cocos2D project<br />
- recreate the character using the FTCharacter class<br />
- and voila</p>
<p>We've been using it now for a while. It's ARC, so you will have to include Cocos2D in ARC following this instructions: <a href="http://www.tinytimgames.com/2011/07/22/cocos2d-and-arc/" rel="nofollow">http://www.tinytimgames.com/2011/07/22/cocos2d-and-arc/</a><br />
Please check the library and let us know how we can help to improve.<br />
Feel free to fork it and mess with it.<br />
It's a little bit messy but it works.</p>
<p>GitHub Link:<br />
<a href="https://github.com/TheDamArmada/Flash2Cocos2D" rel="nofollow">https://github.com/TheDamArmada/Flash2Cocos2D</a></p>
<p>Cheers
</p></description>
		</item>
		<item>
			<title>blejzz on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-145943</link>
			<pubDate>Sun, 26 Feb 2012 11:27:30 +0000</pubDate>
			<dc:creator>blejzz</dc:creator>
			<guid isPermaLink="false">145943@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>hello, I'm creating a game that needs skeletal animation with a physics engine. So i used box2d for physics and  found this thread for skeletal animations. I got both of the parts working separetly but now i have to connect them together.<br />
can some one give me a hint how to connect the animations system to a physics engine (and vice versa)? Is it possible to export collision boxes and DOF (degree of freedom) for each bone from maya? I guess i would have to update the exporter, any hints about that?</p>
<p>Thanks.
</p></description>
		</item>
		<item>
			<title>arpitak on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-145050</link>
			<pubDate>Mon, 20 Feb 2012 15:54:10 +0000</pubDate>
			<dc:creator>arpitak</dc:creator>
			<guid isPermaLink="false">145050@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20492'>varedis</a> Can u tell me the specs you used when it worked for you ?</p>
<p>Like</p>
<p>Which version of Maya?<br />
Which version of TDAEngine?<br />
What maya unti settings?
</p></description>
		</item>
		<item>
			<title>varedis on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-145041</link>
			<pubDate>Mon, 20 Feb 2012 15:20:06 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">145041@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Looks like the error is with the scene itself, I have just rebuilt a few parts of the robot inside maya from scratch and they displayed correctly on the iphone. But I can not get the pre built scenes to display correctly at all.
</p></description>
		</item>
		<item>
			<title>arpitak on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-145019</link>
			<pubDate>Mon, 20 Feb 2012 13:49:33 +0000</pubDate>
			<dc:creator>arpitak</dc:creator>
			<guid isPermaLink="false">145019@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/51831'>jordi_tda</a> Can you please give us access to the flash version, this maya is eating my head up and our animator is also more comfortable in flash, we need to decide soon about this skeletal animation.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20492'>varedis</a> I even tried your version, I fixed the multiplier 10 issue by changing maya units to millimeter. But still I could never get the locations of various parts right? What maya file is related to the xml that is in robot_config of character creation xcode project? I dont think its of robot freeze? Any help?
</p></description>
		</item>
		<item>
			<title>varedis on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144991</link>
			<pubDate>Mon, 20 Feb 2012 11:11:00 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">144991@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/75861'>arpitak</a> - Is that from my version of the TDAnimEngine? that looks like the original version code which had some problems in Maya 2012 and the x, y, apx and apy values needed to be multiplied by 10
</p></description>
		</item>
		<item>
			<title>arpitak on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144988</link>
			<pubDate>Mon, 20 Feb 2012 11:01:18 +0000</pubDate>
			<dc:creator>arpitak</dc:creator>
			<guid isPermaLink="false">144988@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20492'>varedis</a>.</p>
<p>I work with Ratheesh and we are still facing the same problem. The xml we get for freeze scene</p>
<p>&#60;nodesConfig&#62;\<br />
	&#60;node id='Body' parent='root' x='0' y='0' image='body.png' apx='0.5' apy='0.5' rz='0' sx='1' sy='1' w='0.76' h='1.14' /&#62;\<br />
	&#60;node id='Leg' parent='Body' image='armleg_piece.png' x='-1.408774717' y='-6.2195479' z='4.189634619' rz='-199.8081534' sx='1' sy='1' apx='-0.9752483028' apy='-4.140379246' /&#62;\<br />
	&#60;node id='Wheel' parent='Leg' image='wheel.png' x='-0.1132811484' y='3.646717514' z='-2.003731122' rz='0' sx='1' sy='1' apx='-2.897129405' apy='-9.580131281' /&#62;\<br />
	&#60;node id='ShoulderR' parent='Body' image='shoulder.png' x='-1.457937588' y='3.371858446' z='6.87944651' rz='0' sx='1' sy='1' apx='-1.457937588' apy='3.371858446' /&#62;\<br />
	&#60;node id='ArmR' parent='ShoulderR' image='armleg_piece.png' x='-2.261408967' y='-1.641495506' z='1.800588987' rz='-55.8967005' sx='1' sy='1' apx='-1.496122384' apy='3.23578559' /&#62;\<br />
	&#60;node id='ForearmR' parent='ArmR' image='armleg_piece.png' x='1.723544441' y='-3.59120528' z='1.885150989' rz='-125.5375621' sx='1' sy='1' apx='-5.595425556' apy='0.4095093824' /&#62;\<br />
	&#60;node id='HandR' parent='ForearmR' image='hand.png' x='-0.2957162162' y='4.035614837' z='5.633870927' rz='-178.5657374' sx='1' sy='1' apx='-5.531984675' apy='-4.338935314' /&#62;\<br />
	&#60;node id='ShoulderL' parent='Body' image='shoulder.png' x='1.737486702' y='3.892840711' z='-5.519960471' rz='-12.14358954' sx='1' sy='1' apx='1.737486702' apy='3.892840711' /&#62;\<br />
	&#60;node id='ArmL' parent='ShoulderL' image='armleg_piece.png' x='1.604177341' y='-2.299849743' z='1.800588987' rz='32.65146722' sx='1' sy='1' apx='1.881326846' apy='3.821795338' /&#62;\<br />
	&#60;node id='ForearmL' parent='ArmL' image='armleg_piece.png' x='0.2122005274' y='-4.381939088' z='1.885150989' rz='-146.9283356' sx='1' sy='1' apx='3.599958628' apy='-0.826285212' /&#62;\<br />
	&#60;node id='HandL' parent='ForearmL' image='hand.png' x='-0.1167622337' y='4.279982227' z='1.136433165' rz='-179.490366' sx='1' sy='1' apx='7.630306567' apy='-3.767473359' /&#62;\<br />
	&#60;node id='Neckbottom' parent='Body' image='neck_bottom.png' x='0.5587458824' y='5.689206963' z='1.538461538' rz='-32.79629359' sx='1' sy='1' apx='-0.2832289561' apy='4.382532128' /&#62;\<br />
	&#60;node id='Necktop' parent='Neckbottom' image='neck_top.png' x='1.049960899' y='3.756701916' z='1.411077669' rz='-45.65059687' sx='1' sy='1' apx='1.661535817' apy='7.678746175' /&#62;\<br />
	&#60;node id='Head' parent='Necktop' image='head.png' x='0.5389713469' y='6.690432141' z='1.076923077' rz='78.44689046' sx='1' sy='1' apx='6.105970428' apy='8.573213479' /&#62;\<br />
&#60;/nodesConfig&#62;\
</p></description>
		</item>
		<item>
			<title>varedis on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144977</link>
			<pubDate>Mon, 20 Feb 2012 08:48:34 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">144977@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/20166'>ratheesh</a>.</p>
<p>I am not sure of the problem you are facing, have you perhaps changed the scene at all?</p>
<p>My version of the freeze scene reels off the following XML<br />
<pre><code>&#60;root&#62;
&#60;nodesConfig&#62;
	&#60;node id=&#039;Body&#039; parent=&#039;root&#039; x=&#039;0&#039; y=&#039;0&#039; image=&#039;body.png&#039; apx=&#039;0.5&#039; apy=&#039;0.5&#039; rz=&#039;0&#039; sx=&#039;1&#039; sy=&#039;1&#039; w=&#039;0.76&#039; h=&#039;1.14&#039; /&#62;
	&#60;node id=&#039;Leg&#039; parent=&#039;Body&#039; image=&#039;armleg_piece.png&#039; x=&#039;-14.08774717&#039; y=&#039;-62.195479&#039; z=&#039;41.89634619&#039; rz=&#039;-199.8081534&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-9.752483028&#039; apy=&#039;-41.40379246&#039; /&#62;
	&#60;node id=&#039;Wheel&#039; parent=&#039;Leg&#039; image=&#039;wheel.png&#039; x=&#039;-1.132811484&#039; y=&#039;36.46717514&#039; z=&#039;-20.03731122&#039; rz=&#039;0&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-28.97129405&#039; apy=&#039;-95.80131281&#039; /&#62;
	&#60;node id=&#039;ShoulderR&#039; parent=&#039;Body&#039; image=&#039;shoulder.png&#039; x=&#039;-14.57937588&#039; y=&#039;33.71858446&#039; z=&#039;68.7944651&#039; rz=&#039;0&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-14.57937588&#039; apy=&#039;33.71858446&#039; /&#62;
	&#60;node id=&#039;ArmR&#039; parent=&#039;ShoulderR&#039; image=&#039;armleg_piece.png&#039; x=&#039;-22.61408967&#039; y=&#039;-16.41495506&#039; z=&#039;18.00588987&#039; rz=&#039;-55.8967005&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-14.96122384&#039; apy=&#039;32.3578559&#039; /&#62;
	&#60;node id=&#039;ForearmR&#039; parent=&#039;ArmR&#039; image=&#039;armleg_piece.png&#039; x=&#039;17.23544441&#039; y=&#039;-35.9120528&#039; z=&#039;18.85150989&#039; rz=&#039;-125.5375621&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-55.95425556&#039; apy=&#039;4.095093824&#039; /&#62;
	&#60;node id=&#039;HandR&#039; parent=&#039;ForearmR&#039; image=&#039;hand.png&#039; x=&#039;-2.957162162&#039; y=&#039;40.35614837&#039; z=&#039;56.33870927&#039; rz=&#039;-178.5657374&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-55.31984675&#039; apy=&#039;-43.38935314&#039; /&#62;
	&#60;node id=&#039;ShoulderL&#039; parent=&#039;Body&#039; image=&#039;shoulder.png&#039; x=&#039;17.37486702&#039; y=&#039;38.92840711&#039; z=&#039;-55.19960471&#039; rz=&#039;-12.14358954&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;17.37486702&#039; apy=&#039;38.92840711&#039; /&#62;
	&#60;node id=&#039;ArmL&#039; parent=&#039;ShoulderL&#039; image=&#039;armleg_piece.png&#039; x=&#039;16.04177341&#039; y=&#039;-22.99849743&#039; z=&#039;18.00588987&#039; rz=&#039;32.65146722&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;18.81326846&#039; apy=&#039;38.21795338&#039; /&#62;
	&#60;node id=&#039;ForearmL&#039; parent=&#039;ArmL&#039; image=&#039;armleg_piece.png&#039; x=&#039;2.122005274&#039; y=&#039;-43.81939088&#039; z=&#039;18.85150989&#039; rz=&#039;-146.9283356&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;35.99958628&#039; apy=&#039;-8.26285212&#039; /&#62;
	&#60;node id=&#039;HandL&#039; parent=&#039;ForearmL&#039; image=&#039;hand.png&#039; x=&#039;-1.167622337&#039; y=&#039;42.79982227&#039; z=&#039;11.36433165&#039; rz=&#039;-179.490366&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;76.30306567&#039; apy=&#039;-37.67473359&#039; /&#62;
	&#60;node id=&#039;Neckbottom&#039; parent=&#039;Body&#039; image=&#039;neck_bottom.png&#039; x=&#039;5.587458824&#039; y=&#039;56.89206963&#039; z=&#039;15.38461538&#039; rz=&#039;-32.79629359&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;-2.832289561&#039; apy=&#039;43.82532128&#039; /&#62;
	&#60;node id=&#039;Necktop&#039; parent=&#039;Neckbottom&#039; image=&#039;neck_top.png&#039; x=&#039;10.49960899&#039; y=&#039;37.56701916&#039; z=&#039;14.11077669&#039; rz=&#039;-45.65059687&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;16.61535817&#039; apy=&#039;76.78746175&#039; /&#62;
	&#60;node id=&#039;Head&#039; parent=&#039;Necktop&#039; image=&#039;head.png&#039; x=&#039;5.389713469&#039; y=&#039;66.90432141&#039; z=&#039;10.76923077&#039; rz=&#039;78.44689046&#039; sx=&#039;1&#039; sy=&#039;1&#039; apx=&#039;61.05970428&#039; apy=&#039;85.73213479&#039; /&#62;
&#60;/nodesConfig&#62;
&#60;/root&#62;</code></pre></description>
		</item>
		<item>
			<title>GarrettVD on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144828</link>
			<pubDate>Sat, 18 Feb 2012 17:22:18 +0000</pubDate>
			<dc:creator>GarrettVD</dc:creator>
			<guid isPermaLink="false">144828@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Looking forward to the flash version! :)
</p></description>
		</item>
		<item>
			<title>jordi_tda on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144822</link>
			<pubDate>Sat, 18 Feb 2012 15:59:23 +0000</pubDate>
			<dc:creator>jordi_tda</dc:creator>
			<guid isPermaLink="false">144822@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>HI everyone,</p>
<p>sorry for disappearing for such a long time.<br />
GarettVD is right. We try to expand the functionality of the Maya converter but Maya scripting was too complicated for us. So we moved to Flash.<br />
We have an initial project that allows you to convert Flash animations to Cocos2D node based animation. It just translates position, rotation and scale.<br />
It's based on an amazing script by Grapefrukt (<a href="https://github.com/grapefrukt/grapefrukt-export" rel="nofollow">https://github.com/grapefrukt/grapefrukt-export</a>).<br />
We created a library to import the information generated into Cocos2D.<br />
Let me put it together (we haven't used it for a while now) and I will send the link to the github project.<br />
Ratheesh, I am sorry if this change is going to cause you a big problem.
</p></description>
		</item>
		<item>
			<title>ratheesh on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144801</link>
			<pubDate>Sat, 18 Feb 2012 11:48:30 +0000</pubDate>
			<dc:creator>ratheesh</dc:creator>
			<guid isPermaLink="false">144801@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/51831'>jordi_tda</a>,varedis Great Work....</p>
<p> I downloaded the sample code and tried to generate the xml for character creation using examples/CharacterCreation/Maya/MayaRobot/scenes/robot01_freeze.mb in Maya 2012.<br />
Script provided by varedis with window worked well, but for the other I have change bit in getTextureFromMaterial method.(from shader/surface to drawdb/shader/surface/lambert:shader/surface in if condition). But both xml didnt give proper character as shown with default xml in xcode project.</p>
<p>Maya 2012 was fresh install and I didnt done any change to it. Is there any changes has to make to run the given robot01_freeze.mb.<br />
Please help me to figure it out.
</p></description>
		</item>
		<item>
			<title>gogokodo on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-144088</link>
			<pubDate>Mon, 13 Feb 2012 16:40:44 +0000</pubDate>
			<dc:creator>gogokodo</dc:creator>
			<guid isPermaLink="false">144088@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Any update on that tutorial Varedis? Before I jump in to all this (I would be doing a conversion to cocos2d-x) is there anything major that's missing or needs to be addressed in your branch Varedis?
</p></description>
		</item>
		<item>
			<title>varedis on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-132918</link>
			<pubDate>Mon, 12 Dec 2011 15:18:24 +0000</pubDate>
			<dc:creator>varedis</dc:creator>
			<guid isPermaLink="false">132918@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>No, this will not support morph target animation, it simply uses rotational values to animate the objects.</p>
<p>I have just updated my fork to contain locator support, You can now use Locators in Maya to programmatically add sprites in Cocos2d and still have them animate along with their parents.</p>
<p><a href="https://github.com/Varedis/TDAnimEngine" rel="nofollow">https://github.com/Varedis/TDAnimEngine</a></p>
<p>I will no doubt produce a tutorial of some sort soon to cover the new features I have implemented.
</p></description>
		</item>
		<item>
			<title>kik on "TDAnimEngine: Maya to Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/18186#post-132831</link>
			<pubDate>Mon, 12 Dec 2011 05:53:39 +0000</pubDate>
			<dc:creator>kik</dc:creator>
			<guid isPermaLink="false">132831@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hmm... </p>
<p>Isn't this TDAnimEngine some other technique - not related to morph target animation? Doesn't this just translate and rotate the sprites - not morph? Isn't morph target animation related to interpolating polygons from one polygon to another polygon.</p>
<p>Btw, is is possible to render textured polygons in Cocos2D?
</p></description>
		</item>

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