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		<title>trabajamos para ella !</title>
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			<title>anything to add to fantastic mr.gaudi ?</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry091011-105203</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/nucleus/post_01.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/nucleus/post_01.jpg" border="0" alt="" /></a><br /><br />
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<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/nucleus/meshRelax_post.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/nucleus/meshRelax_post.jpg" border="0" alt="" /></a><br /><br />
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<br /><br />
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			<category>Maya.c++.api., Maya.general.modelling, Geometry, Differentiation, algorithms</category>
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			<author>incognito</author>
			<pubDate>Sun, 11 Oct 2009 17:52:03 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=10&amp;entry=entry091011-105203</comments>
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			<title>Technology , techniques  , styles and rest of the jazz</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090828-021158</link>
			<description><![CDATA[<b>Random thoughts o design , algorithms , technology , techniques </b><br /><br />_sequence of actions vs sequence of snapshots.<br /><br /><i>&quot;one of the first important paradigm shifts that programmers struggle to make is from viewing an algorithm as a sequence of actions to viewing it as a sequence of snapshots of the state of the computer.&quot;</i> jeff edmonds , How to think about algorithms<br /><br />Personally I think the latter is particularly useful in &quot;design computing&quot; , when the result desired is not known in exactitude . Once the snapshots are somewhat outlined, we can proceed to flesh out the design algorithm with<i> operations </i> to get from one state to another.... <br /><br />This inclination betrays a huge persnoal reliance on being able to use modelling techniques to &quot;think-through&quot; an algorithm .. i.e get from one state to another..<br /><br />(to be continued..)<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/hyperthreads.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/hyperthreads.jpg" border="0" alt="" /></a><br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/mdPrac_post.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/mdPrac_post.jpg" border="0" alt="" /></a><br /><br /><br />

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<br /><br /><br />]]></description>
			<category>Maya.general.modelling</category>
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			<author>incognito</author>
			<pubDate>Fri, 28 Aug 2009 09:11:58 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=08&amp;entry=entry090828-021158</comments>
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			<title>aa dlab_09 </title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090823-100925</link>
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<br /><br /><b>UNIT | TUTORS</b><br />Chikara Inamura and Shajay Bhooshan : ZHA Architects, london.<br /><br />Primary software used : Catia and Maya.<br /><br /><b> UNIT | PARTICIPANTS </b> <br />( some surnames to be corrected soon!)<br /><b>Amorph </b> <br />LorenzoPoli _PeyLingWeng _MariaEugeniaVillafane _IoannaSymeonidou<br /><b>1+4 </b> <br />DenisLacej _PanizPeivandi _GeorgiosManousis _YijunHuangor _ RevanosAtria<br /><b>Scuba </b><br />ManmitJandu _ThomasLegleu _MengTang _KnutBrunier _ Mohamed<br /><b>Soda</b><br />JadalLeon _RicardoSosa _AliNahmad _Jheny _Fernando<br /><br /><br /><br /><b>UNIT | AGENDA </b><br /><i>This unit focuses on scripting in the process of interoperability through various stages of architectural design from concept sketches to downstream production. The intention is to initiate participants into a compressed version of design-production pipeline in contemporary architectural practices. <br />...with conceptual design exercises featuring the use physics solvers, systematic study of parameters and results, establishing numerical methods to evaluate design goals etc.<br />...then focus on materialization through feasibility tests using finite element analysis and assembly modeling, where conceptual design parameters are transferred into material property, such as thickness, gauges, transparency, color, etc.</i><br /><br />]]></description>
			<category>Maya.c++.api., Maya Embedded Language, Maya.general.modelling, Research, production pipeline</category>
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			<author>incognito</author>
			<pubDate>Sun, 23 Aug 2009 17:09:25 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=08&amp;entry=entry090823-100925</comments>
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		<item>
			<title>blade !</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090823-074432</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/bladesPost.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/bladesPost.jpg" border="0" alt="" /></a>]]></description>
			<category>Maya.general.modelling</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090823-074432</guid>
			<author>incognito</author>
			<pubDate>Sun, 23 Aug 2009 14:44:32 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=08&amp;entry=entry090823-074432</comments>
		</item>
		<item>
			<title>code maquette</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090717-074852</link>
			<description><![CDATA[<b>original video</b> at 18-45 fps.<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/blink/blink_creatures_post.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/blink/blink_creatures_post.jpg" border="0" alt="" /></a><br /><br />
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<br /><br />_ reference source code : locomotion / kinematics<br /><a href="http://levitated.net/daily/levFlagellum.html" target="_blank" >levFlagellum</a>: by Jared Tarbell / Roberrt Hodgin (<a href="flight404" target="_blank" >flight404</a>).<br /><br /><br /><br />_Individual creatures follow a assigned &#039;target&#039; using simple <a href="http://en.wikipedia.org/wiki/Lerp_(computing)new=true" target="_blank" >Lerp</a>.<br />_ Individuals also query a vector from a &#039;field&#039;  - <a href="http://en.wikipedia.org/wiki/Hash_table#Basic_algorithm" target="_blank" >simple-hash</a>: - to alter their trajectory. <br />A percentage factor decides at each time-step whether individuals follow their targets or the vector field. <br />This percentage is a function of &#039;similarity of attributes&#039; between targets and individuals.<br /><br />Initial attempts involved generating the &#039;vector-field&#039; from images as in these reference images from <a href="http://www.flickr.com/photos/mantissa/sets/72157604178321919/" target="_blank" >mantissa</a>.<br />Later switched to using Maya-fluid field since Maya fluids are multi-threaded and sooo much faster than any code I can cobble together.<br /><br />_ stipple lines represent iso-contours through changing scalar field <br />.i.e the attributes of the individuals - speed, similarity to each other etc - enabling a simplistic visualisation of clustering.<br /><br />_ completely botched the visuals..hence the greyscale vdo!<br /><br />]]></description>
			<category>Maya.c++.api., programming interests</category>
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			<author>incognito</author>
			<pubDate>Fri, 17 Jul 2009 14:48:52 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=07&amp;entry=entry090717-074852</comments>
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		<item>
			<title>more OF - maya attempts : Webcams , blob detection , sprites , billBoarding</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090712-111207</link>
			<description><![CDATA[<b>video</b>is real-time<br /><br />
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<br /><br /><b>(edit :)</b>This looks like a much better idea!<br /><a href="http://www.parismav.com/tech/wiicam/" target="_blank" >wiimote + maya camera.</a><br /><br /><br /><br /><br /><b>webcam,blob detection</b><br /><br />_classes<br />OF: web-cam, blob detection classes (ofxOpenCV), video classes.<br />Maya : camera, quaternion &amp; Euler rotation, vector and matrix, image  classes.<br /><br />_Maya-OF communication .<br /><br />method 1.<br />Thanks to <a href="http://blog.drwoohoo.com/" target="_blank" >Dr. Woohoo</a> and <a href="http://www.keithpasko.com/" target="_blank" >Keith Pasko</a> for tip / how-to, including tweaks to ofxTCPClient.cpp<br /><br />use ofxTCPClient to call MEL commands/procedures externally.<br /><br />method 2. <br />Maya external browser setup registers a Maya COM object with default web browser, and all calls to URLS  prefixed with mel:// are routed to the Maya script editor. <br /><br />Uses ofUrlLaunch to call URLs (MEL commands / procedures).<br /><br />This method fails under specific combinations of OS, browser and Maya version (e.g: Windows 7 + Maya08 + firefox3). This is because, the version of the COM browser plug-in fails to register.<br /><br />_attempt was to use only the bounding box of the &#039;blob&#039; of the hand. Tried very simple gestures like rotation of wrist, left-right &amp; up-down motion of hand to track / zoom a Maya camera.<br />For various reasons, least of which is the amateur nature of code-writing, the interaction wasn&#039;t smooth / controllable.<br /><br /><b>bill-boarding</b><br /><br />Although in-built Maya particle engine supports <a href="http://en.wikipedia.org/wiki/Sprite_(computer_graphics)" target="_blank" >sprites / true billboarding </a> , there is minimal API access to this. The custom node uses Maya quaternion and matrix classes to reconstruct this functionality. Also enables control over &#039;amount of bill-boarding&#039; / scaling using &#039;fall-off&#039; curves. Custom node uses Maya image class and OF video classes to load and display images / video respectively.<br /><br /><br />]]></description>
			<category>Maya.c++.api., programming interests</category>
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			<author>incognito</author>
			<pubDate>Sun, 12 Jul 2009 18:12:07 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=07&amp;entry=entry090712-111207</comments>
		</item>
		<item>
			<title>Springs and Particles : initiation to a home-brew Solver</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090712-110848</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/blink/blink_springs.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/blink/blink_springs.jpg" border="0" alt="" /></a><br /><br />
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<br /><br />Its a bit dissappointing that the Nucleus solver (nCloth / nParticles) in Maya09 has very limited API access and thus I have trying to learn the anatomy of a solver - particles , springs, methods of integration et al -  and these are very good references with source code:<br /><br /><a href="http://www.memo.tv/ofxmsaphysics" target="_blank" >memo</a> : uses verlet integration<br /><a href="http://www.cs.princeton.edu/~traer/physics/" target="_blank" >Traer</a> : Runge kutte and Euler integration<br /><a href="http://code.google.com/p/toxiclibs/" target="_blank" >toxi</a>: verlet<br /><a href="http://www.makingthingsmove.org/blog/?cat=5" target="_blank" >Zach lieberman</a>: Introduction to basic principles and hardware connections.<br /><br />Many thanks to the good people who have give out source code!<br />]]></description>
			<category>Maya.c++.api., programming interests, algorithms</category>
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			<author>incognito</author>
			<pubDate>Sun, 12 Jul 2009 18:08:48 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=07&amp;entry=entry090712-110848</comments>
		</item>
		<item>
			<title>Squid ne 1? : more WIP : </title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090705-004134</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/archibods_2a.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/archibods_2a.jpg" border="0" alt="" /></a>]]></description>
			<category>programming interests</category>
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			<author>incognito</author>
			<pubDate>Sun, 05 Jul 2009 07:41:34 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=07&amp;entry=entry090705-004134</comments>
		</item>
		<item>
			<title>maya-isoSurface node: wip</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090616-152816</link>
			<description><![CDATA[
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<br />]]></description>
			<category>Maya.c++.api., Geometry, algorithms</category>
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			<author>incognito</author>
			<pubDate>Tue, 16 Jun 2009 22:28:16 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=06&amp;entry=entry090616-152816</comments>
		</item>
		<item>
			<title>OF-maya-p5 conxns</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090616-145744</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/dsm_1.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/dsm_1.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/dsm_2b.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/dsm_2b.jpg" border="0" alt="" /></a><br /><br />details:<br />_object duplication and data-maps.<br />Input polygon has 20 faces with the bottom face removed. Each instance stores two transform matrices: one for border vertices and the other for the inner vertices.These matrices are gradually changed across the field as a weighted mean of various parameters such as area of quad-face they occupy, the distance of the face-center to the colored lines, a vector field acquired from the Maya fluid algorithm, etc.<br /><br />_communication / network:<br />The processing/ touch screen application and the Maya application run communicate through UDP ports. Maya :OF UDP wrappers inside a  Maya dll. p5 : <a href="http://ubaa.net/shared/processing/udp/" target="_blank" >hypermedia UDP libraries.</a>.The rather pathetic 10-12 fps of the 3d side of things results in communication being out of sync. Current fix is a buffering window that keeps watch and sends event messages to the Maya <a href="http://download.autodesk.com/us/maya/2009help/Commands/commandPort.html" target="_blank" >commandport</a>, thus also helping trigger the entire dependency graph(image above).<br /><br />_opengl:<br />significant factors  to the rather slow fps :<br />a. making / maintaining a Maya mesh object.(0.05 seconds/cycle) required only in case a rendered output is necessary.<br />b. shading the mesh with shared vertex normals (0.05 s / cycle). <br /> haven&#039;t a clue how to calculate this myself, hence requiring mesh object above.<br />c.immediate mode gl shading:<br />Thanks to <a href="http://www.memo.tv/" target="_blank" >memo</a> will look into vertex arrays/vbos et al.<br /><br />So almost all factors are my owning making. time to starting cleaning the mess.<br /><br /><br />
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<br /><br />Video from recent OF workshop exercise in London that I had the good fortune of participating. Mad props for <a href="http://www.memo.tv/" target="_blank" >Memo </a>, <a href="http://joelgethinlewis.com/" target="_blank" >Joel Lewis</a>,  <a href="http://www.interactivearchitecture.org/portfolio/" target="_blank" >Ruairi Glynn</a> and <a href="http://www.mrkbrz.com/" target="_blank" >Marek Bereza</a>.I tried to transcode the beautifully simple code <a href="http://levitated.net/daily/levFlagellum.html" target="_blank" >levFlagellum</a>: by Jared Tarbell / Roberrt Hodgin (<a href="flight404" target="_blank" >flight404</a>).I was also trying to learn some openGL glow/blur techniques....managed only to get some FBO down-sample tricks for simple glow. Hopefully someday soon proper<a href="http://prideout.net/bloom/index.php" target="_blank" >bloom</a> techniques will be within grasp.<br /><br />
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<br /><br />]]></description>
			<category>Maya.c++.api., programming interests, production pipeline</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090616-145744</guid>
			<author>incognito</author>
			<pubDate>Tue, 16 Jun 2009 21:57:44 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=06&amp;entry=entry090616-145744</comments>
		</item>
		<item>
			<title>GLSL and Maya</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090524-150812</link>
			<description><![CDATA[<b>Video</b>is in real-time<br /><br />Ability to render size-able number of dynamic objects could be one of many reasons contributing to the growing popularity of Processing/OF amongst code-savvy, experimental architects. Unfortunately, this ability is not coupled with easy-to-use geometric operations.(Potential integration with Java libraries notwithstanding i.e.) . Wonder then, if with the addition of python script and API to Maya, there might be a &#039;scripted&#039; method to register openGL callbacks within Maya nodes /DG ? Thus leveraging drawing capacities of openGL and the geometric capacities Maya.<br /><br />Images/video below: early attempts to add a preview shaded mode for Large object population in Maya. The inclusion on smooth-mesh preview since Maya2008 has already eased many a work-flow.<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/previw_post.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/previw_post.jpg" border="0" alt="" /></a><br /><br />
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<br /><br />
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<br />]]></description>
			<category>utilities, programming interests</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090524-150812</guid>
			<author>incognito</author>
			<pubDate>Sun, 24 May 2009 22:08:12 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=05&amp;entry=entry090524-150812</comments>
		</item>
		<item>
			<title>branching:wip2</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090506-121042</link>
			<description><![CDATA[<b>Video</b> is in real-time<br />Maya c++ node based on hierarchical bundling algorithm, developed by Danny Holten and  described <a href="http://www.win.tue.nl/~dholten/" target="_blank" >here  </a> . Implementation of the algorithm was used by <a href="http://www.visualcomplexity.com/vc/" target="_blank" >Manuel lima </a> of visual-complexity to elegant effect <a href="http://www.visualcomplexity.com/vc/project_details.cfm?id=650&amp;index=650&amp;domain=" target="_blank" >here </a>. <br /><br />Curve straightening (see video) is lame attempt based on local weights only.Hence doesn&#039;t &#039;hold&#039; original shape very well. Probably needs &#039;pinning&#039;/anchoring of some cvs.duno.will fight that battle another day.yet another battle-for-another-day: spring based curve-relaxing.<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/branchingPost2.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/branchingPost2.jpg" border="0" alt="" /></a><br /><br />
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<br /><br /><br /><br />]]></description>
			<category>Maya.c++.api., Research</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090506-121042</guid>
			<author>incognito</author>
			<pubDate>Wed, 06 May 2009 19:10:42 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=05&amp;entry=entry090506-121042</comments>
		</item>
		<item>
			<title>branchingNode:WIP</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090419-094441</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/branchingPost.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/branchingPost.jpg" border="0" alt="" /></a><br /><br />
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]]></description>
			<category>Maya.c++.api., Geometry</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090419-094441</guid>
			<author>incognito</author>
			<pubDate>Sun, 19 Apr 2009 16:44:41 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=04&amp;entry=entry090419-094441</comments>
		</item>
		<item>
			<title>towerNode:wip</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090418-041543</link>
			<description><![CDATA[<b>video</b> is in real-time<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/test01.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/test01.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/test02.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/test02.jpg" border="0" alt="" /></a><br /><br />
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<br /><br /><br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/test03.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/test03.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/test04.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/test04.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/test05.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/test05.jpg" border="0" alt="" /></a><br /><br />_parametric setup:<br /><br />inputs: <br />envelope curve.<br /><br />controls parameters | floorPlates:<br /><br />_custom wire deformers, that keep floor plates flat as also manipulate form.<br />_floor-flot height: gradient ramp control<br />_division of each floor plates into num parts.<br />etc<br /><br />controls parameters | skin:<br />_quad panelling accounts for mullion widths<br />_ attractors<br />etc.<br /><br />eval metrics:<br />_ floor area<br />_ panelling stats: dbl and single curve panels, angular/distance deviations etc.<br />_ blind data including approx ambient light exposure, annual accumulated sun exposure etc.<br /><br />shading Node (not shown in video):<br />uses blind data to control shading panels.<br /><br /><br /><br /><br /><br />]]></description>
			<category>Maya.c++.api., Geometry</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090418-041543</guid>
			<author>incognito</author>
			<pubDate>Sat, 18 Apr 2009 11:15:43 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=04&amp;entry=entry090418-041543</comments>
		</item>
		<item>
			<title>Maya and Boost: primTreeUpdate</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090410-104100</link>
			<description><![CDATA[<b>update on minimal spanning trees</b> videos are in real-time.<br />use of <a href="http://www.boost.org/" target="_blank" >BOOST c++ template </a>graph libraries within Maya plug-in, towards computing the euclidean <a href="http://en.wikipedia.org/wiki/Minimal_spanning_tree" target="_blank" >minimal spanning tree</a> of a set of points.The boost libraries implements both the Prim and Kruskal algorithm to compute the tree. Further, variation of the implementation is available as the <a href="http://en.wikipedia.org/wiki/Dijkstra%27s_algorithm" target="_blank" >Dijkstra shortest route algorithm</a><br /><br />The lower video shows amateur attempts at implementing the algorithm using  in c++ (left), in MEL (left) and a hybrid (middle). <br /><br />The intention was always to achieve real time interaction, for the algorithm is useful towards path/route finding , calculating walking distances in a street network a la google maps etc. Evidently, none of the hack attempts were close to being real-time as opposed using the BOOST implementation that enables this.<br /><br />Boost also includes other handy implementations to deal with graphs, and trees,statistical distributions et al.<br /><br />
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<br /><br />
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<br /><br />]]></description>
			<category>Maya.c++.api., Analytical, algorithms</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090410-104100</guid>
			<author>incognito</author>
			<pubDate>Fri, 10 Apr 2009 17:41:00 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=04&amp;entry=entry090410-104100</comments>
		</item>
		<item>
			<title>onTheAnvil</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090408-032924</link>
			<description><![CDATA[<b>drl unit trip</b><br />
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<br /><br /><b>Images from collaborative design research paper with Victor Orive</b><br /><br />_cover<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/rep_image.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/rep_image.jpg" border="0" alt="" /></a><br /><br />_Prototype of team manifold (c) includes Maria Araya and James Warton.<br /><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/rep_image1.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/rep_image1.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/rep_image2.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/rep_image2.jpg" border="0" alt="" /></a><br /><br /><br /><b>WIP: branching plug-in for Maya. see previous post</b><br /><a href="javascript:openpopup('http://data-tribe.net/wework4her/updates/branch_01.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/updates/branch_01.jpg" border="0" alt="" /></a>]]></description>
			<category>Maya.c++.api., Maya.general.modelling, Maya Code library, Research, papers</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry090408-032924</guid>
			<author>incognito</author>
			<pubDate>Wed, 08 Apr 2009 10:29:24 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=04&amp;entry=entry090408-032924</comments>
		</item>
		<item>
			<title>backInBlack</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry090311-061842</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net/wework4her/nCloth_new/nCloth_post.jpg',800,600,false);"><img src="http://data-tribe.net/wework4her/nCloth_new/nCloth_post.jpg" border="0" alt="" /></a><br /><br />
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			<category>Maya Embedded Language, Maya.general.modelling</category>
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			<author>incognito</author>
			<pubDate>Wed, 11 Mar 2009 13:18:42 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=09&amp;m=03&amp;entry=entry090311-061842</comments>
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			<category>Maya.c++.api., Analytical</category>
			<guid isPermaLink="true">http://data-tribe.net/wework4her/index.php?entry=entry081208-021329</guid>
			<author>incognito</author>
			<pubDate>Mon, 08 Dec 2008 10:13:29 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=08&amp;m=12&amp;entry=entry081208-021329</comments>
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			<title>Metric</title>
			<link>http://data-tribe.net/wework4her/index.php?entry=entry081206-193823</link>
			<description><![CDATA[<a href="javascript:openpopup('http://data-tribe.net//aa_drl//courseObj//cg.jpg',800,600,false);"><img src="http://data-tribe.net//aa_drl//courseObj//cg.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net//aa_drl//courseObj//architecture.jpg',800,600,false);"><img src="http://data-tribe.net//aa_drl//courseObj//architecture.jpg" border="0" alt="" /></a><br /><br /><a href="javascript:openpopup('http://data-tribe.net//wework4her/evalMetrics/web07.jpg',800,600,false);"><img src="http://data-tribe.net//wework4her/evalMetrics/web07.jpg" border="0" alt="" /></a><br /><br /><a href="javascript:openpopup('http://data-tribe.net//wework4her/evalMetrics/web08.jpg',800,600,false);"><img src="http://data-tribe.net//wework4her/evalMetrics/web08.jpg" border="0" alt="" /></a><br /><br /><a href="javascript:openpopup('http://data-tribe.net//wework4her/evalMetrics/web05.jpg',800,600,false);"><img src="http://data-tribe.net//wework4her/evalMetrics/web05.jpg" border="0" alt="" /></a><br /><a href="javascript:openpopup('http://data-tribe.net//wework4her/evalMetrics/web06.jpg',800,600,false);"><img src="http://data-tribe.net//wework4her/evalMetrics/web06.jpg" border="0" alt="" /></a><br /><br /><br /><br />details soon.]]></description>
			<category>Maya.c++.api., Analytical, algorithms</category>
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			<author>incognito</author>
			<pubDate>Sun, 07 Dec 2008 03:38:23 GMT</pubDate>
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			<link>http://data-tribe.net/wework4her/index.php?entry=entry081118-155927</link>
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			<category>Maya.general.modelling</category>
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			<author>incognito</author>
			<pubDate>Tue, 18 Nov 2008 23:59:27 GMT</pubDate>
			<comments>http://data-tribe.net/wework4her/comments.php?y=08&amp;m=11&amp;entry=entry081118-155927</comments>
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