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	<title>AlmostLogical.com &#187; Flash</title>
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	<link>http://blog.almostlogical.com</link>
	<description>Flash, Unity3D, Papervision3D, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
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		<title>Flash Developer to Unity3D Developer &#8211; Where should I begin?</title>
		<link>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/</link>
		<comments>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 09:00:45 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=708</guid>
		<description><![CDATA[

I'm a Flash Developer and a few months ago I decided to start doing Unity development. If you don't know what Unity is or why I am developing in it, you can read about my decision to start working with Unity in my previous post.

Before I start posting example projects and code for Unity, I thought I would put together some steps on what I think would be the best way to learn Unity if you are a Flash Developer.

1. First download Unity (it's now free) and play around with the pre-installed demo.

2. Learn the Unity interface basics.
http://unity3d.com/support/documentation/Manual/Learning%20the%20Interface.html

3. Watching the first three video tutorials in the 'Unity for Flash Developers' series by the guys over at Ethical Games.
The other videos ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Real-time Webcam Head Tracking with Speech Balloon</title>
		<link>http://blog.almostlogical.com/2009/05/16/real-time-webcam-head-tracking-with-speech-balloon/</link>
		<comments>http://blog.almostlogical.com/2009/05/16/real-time-webcam-head-tracking-with-speech-balloon/#comments</comments>
		<pubDate>Sat, 16 May 2009 21:33:08 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Head Tracking]]></category>
		<category><![CDATA[Detection]]></category>
		<category><![CDATA[Face]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Marilena]]></category>
		<category><![CDATA[Video]]></category>
		<category><![CDATA[Webcam]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=433</guid>
		<description><![CDATA[

I have been doing some experiments with head and eye tracking within flash for the last few months. Just recently I discovered a open source port of a head tracking library called Marilena. This is yet another amazing library from the Spark Project. This library takes care of most of the hard work when it comes to head tracking, but it is does not natively support video.  So once I got these library to work with my application it ran at about 4 fps. The good part was the head tracking algorithm was much better than anything I had created. Some tweaks later I got the application to around 18 fps. Which is better but still not acceptable. So after ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/05/16/real-time-webcam-head-tracking-with-speech-balloon/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>JigLibFlash Object Rotation &#8211; Pitch, Yaw and Roll</title>
		<link>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/</link>
		<comments>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/#comments</comments>
		<pubDate>Sat, 28 Mar 2009 00:48:03 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[Angle]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Degree]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Matrix]]></category>
		<category><![CDATA[Pitch]]></category>
		<category><![CDATA[Roll]]></category>
		<category><![CDATA[Rotation]]></category>
		<category><![CDATA[Yaw]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=346</guid>
		<description><![CDATA[

I get asked the following question a lot: "How do I rotate a JigLibFlash object?". I do understand why people have this question as rotating pieces of geometry in JigLibFlash is not very straight forward. It also can end up being kind of challenging if your not familiar with exactly how rotation matrix work. The bottom line is it is not as easy as Papervision3D ( ex: pitch(10) ). So instead of me trying to explain any formulas I decided to add a few functions to the RigidBody class in JigLibFlash to make it easier for people to use.  I have created the following functions.
public static var toDEGREES:Number = 180/Math.PI;
public static var toRADIANS:Number = Math.PI/180;

public function pitch(angleDeg:Number):void
{
	SetOrientation(JMatrix3D.multiply(CurrentState.Orientation, JMatrix3D.rotationX(angleDeg*toRADIANS)));
}

public function yaw(angleDeg:Number):void
{
	SetOrientation(JMatrix3D.multiply(CurrentState.Orientation, ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/03/27/jiglibflash-object-rotation-pitch-yaw-and-roll/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Virtual Spray Paint &#8211; Part 2 DIY</title>
		<link>http://blog.almostlogical.com/2008/12/07/virtual-spray-paint-part-2-diy/</link>
		<comments>http://blog.almostlogical.com/2008/12/07/virtual-spray-paint-part-2-diy/#comments</comments>
		<pubDate>Mon, 08 Dec 2008 03:55:39 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Wiimote Interaction]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[IR emitter]]></category>
		<category><![CDATA[Spray Paint]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[WiiFlash]]></category>
		<category><![CDATA[WiiFlash Server]]></category>
		<category><![CDATA[Wiimote]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=148</guid>
		<description><![CDATA[

The Virtual Spray Paint experiment works by mashing many different ideas together. At the heart of it is the use of the Wiimote. In this experiment, two Wiimotes are synced to a computer using a bluetooth adapter. Using WiiFlash and WiiFlashServer, the Flash application reads information sent from the two Wiimotes. One Wiimote is placed into the mock spray paint can, which is used for a remote button press and for motion detection. The other Wiimote is positioned in front of the screen, pointed at the user. Mounted on top of the spray can is an IR emitter which the Wiimote near the screen sees and uses to detect it's current position.

Continue reading for step-by-step instructions on how to build ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2008/12/07/virtual-spray-paint-part-2-diy/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Virtual Spray Paint &#8211; Part 1</title>
		<link>http://blog.almostlogical.com/2008/11/09/virtual-spray-paint-part-1/</link>
		<comments>http://blog.almostlogical.com/2008/11/09/virtual-spray-paint-part-1/#comments</comments>
		<pubDate>Mon, 10 Nov 2008 03:27:50 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Wiimote Interaction]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[IR]]></category>
		<category><![CDATA[Paint]]></category>
		<category><![CDATA[Spray]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[WiiFlash]]></category>
		<category><![CDATA[Wiimote]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=130</guid>
		<description><![CDATA[

Virtual Spray Paint is a concept that I have been working on for a while and it uses some techniques that are based on concepts by Johnny Chung Lee.

It enables you to use a "spray can" to virtually apply spray paint onto a projected surface. Pressing the button on the spray can causes digital ink particles to appear on the background. The spray will weaken overtime until the can is shaken.

Continue reading for information on how this works and to see a video demo.





This video is a live demo from Blitzgiving, a competition in which I won first place.

Virtual Spray Paint works by mashing up a lot of different ideas and at the heart of this, is the use of ...]]></description>
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		<slash:comments>3</slash:comments>
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