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<channel>
	<title>KnoKorpo Blog &#187; Blog</title>
	<atom:link href="http://blog.knokorpo.fr/category/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.knokorpo.fr</link>
	<description>Take a 3D look and breathe (it matters)</description>
	<lastBuildDate>Thu, 03 Jun 2010 11:12:50 +0000</lastBuildDate>
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		<item>
		<title>Pimp up your OpenOffice presentations</title>
		<link>http://blog.knokorpo.fr/2010-06-03/pimp-up-your-openoffice-presentations/</link>
		<comments>http://blog.knokorpo.fr/2010-06-03/pimp-up-your-openoffice-presentations/#comments</comments>
		<pubDate>Wed, 02 Jun 2010 22:59:56 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=301</guid>
		<description><![CDATA[<!--NO MORE TAG-->
Hi and because a video is worth a thousand words I&#8217;ve finally got a &#8220;working&#8221; solution to convert ODP into Blender GameEngine. As shown in the video, this set of scripts will: extract text and images from your presentation and convert text as images with Pango/Cairo (provided by pyGTK) inject those images in a Blender [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<p style="text-align: left;">Hi and because a video is worth a thousand words <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="400" height="225" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=12245998&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ff0179&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="225" src="http://vimeo.com/moogaloop.swf?clip_id=12245998&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ff0179&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object>
</p>
<p>
I&#8217;ve finally got a &#8220;working&#8221; solution to convert ODP into Blender GameEngine. As shown in the video, this set of scripts will:</p>
<ol>
<li>extract text and images from your presentation and convert text as images with Pango/Cairo (provided by pyGTK)</li>
<li>inject those images in a Blender Template fueled and powered by game engine objects and settings</li>
</ol>
<p>The last command will finally end up with a final .blend file. Then you can start it with the blenderplayer (at least with Blender 2.4x series).<br />
The next roadmap for this tool will be mainly:</p>
<ul>
<li>migrate to Blender 2.5</li>
<li>handling more ODP stuff (transitions&#8230;)</li>
<li>&#8230; and maybe a simple graphical interface</li>
</ul>
<p>If you want to use/test it, grab the <strong>0.2-alpha-1</strong> version at <a>http://github.com/kiniou/blender-smooth-slides/downloads</a></p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
</div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2010-06-03/pimp-up-your-openoffice-presentations/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>NDS Exporter Release : 0.3 alpha</title>
		<link>http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/</link>
		<comments>http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/#comments</comments>
		<pubDate>Sat, 23 Jan 2010 22:45:00 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[ToolBox]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[nintendo-ds]]></category>
		<category><![CDATA[script]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=247</guid>
		<description><![CDATA[<!--MORE TAG DETECTED-->
<!--Array
(
    [0] => <span id="more-247"></span>
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<!--Array
(
    [0] => Blender 2.5 is not really stable yet but the NDS Exporter is "finally" working with Blender 2.5. Note the quotes in finally because the script works with at most the revision 25923 of Blender but not the Alpha-0 release.

Go to  to get an up-to-date version of Blender 2.5 otherwise you'll have to wait for the next alpha release.

I'm not forgetting Blender 2.4x users because I'm planning to apply almost the same changes on the script.

In this latest version, Animations are "supported" and extra Python modules like NumPy and PIL are not required anymore.

    [1] => 
Here are some explanations:
<ul>
	<li>NumPy was used to cast floats into point-fixed floats and I manage to write this with only the <em>struct</em> module.</li>
	<li>PIL was used to convert texture images from your mesh materials into PCX images. Now you have to use a format that is readable by Blender (Use PNG for your UV editing and mapping and remember The Gimp is your friend). I've send a patch that enable Blender to read PCX to the Blender Community, but this will likely not be commited. Vote for it : <a href="https://projects.blender.org/tracker/index.php?func=detail&amp;aid=20427&amp;group_id=9&amp;atid=127">[#20427] allow IMBuf to load PCX</a></li>
</ul>
<blockquote><span style="text-decoration: underline;">Changelog for v0.3 alpha:</span>
<ul>
	<li> Rewrote all the binary conversion parts with the struct module.</li>
	<li> Enabled Animation export.</li>
	<li> Enabled commandline batch exporting.</li>
	<li> Removed ability to export textures to PCX format.</li>
</ul>
</blockquote>
<strong>Quick Tutorial:
</strong><em>(More consitent infos on the )</em>
<ol>
	<li><span style="text-decoration: underline;">Download</span>
Check and download files linked at the bottom of this post. <strong>
</strong></li>
	<li><span style="text-decoration: underline;">Install</span>
Install the file <strong>nds_3d_export.py</strong> inside the scripts directory of your Blender installation.
It may be found with the python function <code>bpy.utils.script_paths()</code> (only in Blender 2.5) or check the Files section in your User Preferences in the Blender.</li>
	<li><span style="text-decoration: underline;">Export</span>
To export your model from Blender, first you have go to the menu <code>File -&gt; Export -&gt; NintendoDS CallList</code> then select the directory where you want to save the exported model.
Unlike the former version of the script, there is no graphical interface to control options, therefore the script will export in binary with Animations, UVs, Normals (if these 3 last elements are present with the model). Colors export doesn't work.
If you want to export with other settings, read the <code>doc/INSTALL</code> file to export with the script <code>batch_export_nds.py</code>.</li>
	<li><span style="text-decoration: underline;">Compile your DevkitArm project</span>
You must now have a <code>mesh_name.bin</code> and <code>mesh_name.h</code>.
Put these files in the data directory of your DevkitARM project and add the glCallList stuff corresponding to your binary file.
Check the demo sources of my <strong>libgoengine</strong> (in <code>App_Test.cpp</code> and <code>data.h</code> files).</li>
</ol>
<strong> Special Thanks to:</strong>
 for his great low poly models of Team Fortress 2
)
-->
]]></description>
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<!--Array
(
    [0] => Blender 2.5 is not really stable yet but the NDS Exporter is "finally" working with Blender 2.5. Note the quotes in finally because the script works with at most the revision 25923 of Blender but not the Alpha-0 release.

Go to [bloglink]GraphicAll[/bloglink] to get an up-to-date version of Blender 2.5 otherwise you'll have to wait for the next alpha release.

I'm not forgetting Blender 2.4x users because I'm planning to apply almost the same changes on the script.

In this latest version, Animations are "supported" and extra Python modules like NumPy and PIL are not required anymore.

    [1] => 
Here are some explanations:
<ul>
	<li>NumPy was used to cast floats into point-fixed floats and I manage to write this with only the <em>struct</em> module.</li>
	<li>PIL was used to convert texture images from your mesh materials into PCX images. Now you have to use a format that is readable by Blender (Use PNG for your UV editing and mapping and remember The Gimp is your friend). I've send a patch that enable Blender to read PCX to the Blender Community, but this will likely not be commited. Vote for it : <a href="https://projects.blender.org/tracker/index.php?func=detail&amp;aid=20427&amp;group_id=9&amp;atid=127">[#20427] allow IMBuf to load PCX</a></li>
</ul>
<blockquote><span style="text-decoration: underline;">Changelog for v0.3 alpha:</span>
<ul>
	<li> Rewrote all the binary conversion parts with the struct module.</li>
	<li> Enabled Animation export.</li>
	<li> Enabled commandline batch exporting.</li>
	<li> Removed ability to export textures to PCX format.</li>
</ul>
</blockquote>
<strong>Quick Tutorial:
</strong><em>(More consitent infos on the [bloglink name="github-nds-exporter-wiki"]GitHub Wiki[/bloglink])</em>
<ol>
	<li><span style="text-decoration: underline;">Download</span>
Check and download files linked at the bottom of this post. <strong>
</strong></li>
	<li><span style="text-decoration: underline;">Install</span>
Install the file <strong>nds_3d_export.py</strong> inside the scripts directory of your Blender installation.
It may be found with the python function <code>bpy.utils.script_paths()</code> (only in Blender 2.5) or check the Files section in your User Preferences in the Blender.</li>
	<li><span style="text-decoration: underline;">Export</span>
To export your model from Blender, first you have go to the menu <code>File -&gt; Export -&gt; NintendoDS CallList</code> then select the directory where you want to save the exported model.
Unlike the former version of the script, there is no graphical interface to control options, therefore the script will export in binary with Animations, UVs, Normals (if these 3 last elements are present with the model). Colors export doesn't work.
If you want to export with other settings, read the <code>doc/INSTALL</code> file to export with the script <code>batch_export_nds.py</code>.</li>
	<li><span style="text-decoration: underline;">Compile your DevkitArm project</span>
You must now have a <code>mesh_name.bin</code> and <code>mesh_name.h</code>.
Put these files in the data directory of your DevkitARM project and add the glCallList stuff corresponding to your binary file.
Check the demo sources of my <strong>libgoengine</strong> (in <code>App_Test.cpp</code> and <code>data.h</code> files).</li>
</ol>
<strong> Special Thanks to:</strong>
[bloglink]Tom Tallian[/bloglink] for his great low poly models of Team Fortress 2
)
-->
<div class='entry'>
<div id='top-paragraph''>
<div class='wp-caption align-left' style='float:right'><a id='single_251' href='http://blog.knokorpo.fr/wp-content/uploads/2010/01/brutal.png'><img width="100" height="100" src="http://blog.knokorpo.fr/wp-content/uploads/2010/01/brutal-e1263927295174-100x100.png" class="attachment-thumbnail" alt="Meet the Heavy" title="meet-the-heavy" /><br />
</a>
<p class='wp-caption-text'>Meet the Heavy &#8230; on Nintendo DS</p>
</div>
<p>Blender 2.5 is not really stable yet but the NDS Exporter is &#8220;finally&#8221; working with Blender 2.5. Note the quotes in finally because the script works with at most the revision 25923 of Blender but not the Alpha-0 release.</p>
<p>Go to <a target='_blank' href='http://www.graphicall.org/builds/' >GraphicAll</a> to get an up-to-date version of Blender 2.5 otherwise you&#8217;ll have to wait for the next alpha release.</p>
<p>I&#8217;m not forgetting Blender 2.4x users because I&#8217;m planning to apply almost the same changes on the script.</p>
<p>In this latest version, Animations are &#8220;supported&#8221; and extra Python modules like NumPy and PIL are not required anymore.
</p></div>
<p>Here are some explanations:</p>
<ul>
<li>NumPy was used to cast floats into point-fixed floats and I manage to write this with only the <em>struct</em> module.</li>
<li>PIL was used to convert texture images from your mesh materials into PCX images. Now you have to use a format that is readable by Blender (Use PNG for your UV editing and mapping and remember The Gimp is your friend). I&#8217;ve send a patch that enable Blender to read PCX to the Blender Community, but this will likely not be commited. Vote for it : <a href="https://projects.blender.org/tracker/index.php?func=detail&amp;aid=20427&amp;group_id=9&amp;atid=127">[#20427] allow IMBuf to load PCX</a></li>
</ul>
<blockquote><p><span style="text-decoration: underline;">Changelog for v0.3 alpha:</span></p>
<ul>
<li> Rewrote all the binary conversion parts with the struct module.</li>
<li> Enabled Animation export.</li>
<li> Enabled commandline batch exporting.</li>
<li> Removed ability to export textures to PCX format.</li>
</ul>
</blockquote>
<p><strong>Quick Tutorial:<br />
</strong><em>(More consitent infos on the <a target='_blank' href='http://wiki.github.com/kiniou/blender-nds-exporter/' >GitHub Wiki</a>)</em></p>
<ol>
<li><span style="text-decoration: underline;">Download</span><br />
Check and download files linked at the bottom of this post. <strong><br />
</strong></li>
<li><span style="text-decoration: underline;">Install</span><br />
Install the file <strong>nds_3d_export.py</strong> inside the scripts directory of your Blender installation.<br />
It may be found with the python function <code>bpy.utils.script_paths()</code> (only in Blender 2.5) or check the Files section in your User Preferences in the Blender.</li>
<li><span style="text-decoration: underline;">Export</span><br />
To export your model from Blender, first you have go to the menu <code>File -&gt; Export -&gt; NintendoDS CallList</code> then select the directory where you want to save the exported model.<br />
Unlike the former version of the script, there is no graphical interface to control options, therefore the script will export in binary with Animations, UVs, Normals (if these 3 last elements are present with the model). Colors export doesn&#8217;t work.<br />
If you want to export with other settings, read the <code>doc/INSTALL</code> file to export with the script <code>batch_export_nds.py</code>.</li>
<li><span style="text-decoration: underline;">Compile your DevkitArm project</span><br />
You must now have a <code>mesh_name.bin</code> and <code>mesh_name.h</code>.<br />
Put these files in the data directory of your DevkitARM project and add the glCallList stuff corresponding to your binary file.<br />
Check the demo sources of my <strong>libgoengine</strong> (in <code>App_Test.cpp</code> and <code>data.h</code> files).</li>
</ol>
<p><strong> Special Thanks to:</strong><br />
<a target='_blank' href='http://tomtallian.com/index.html' >Tom Tallian</a> for his great low poly models of Team Fortress 2</p>
<div style='clear:both;'></div></div>
<div class='post-attachments'>
	<h3>Download(s) : </h3>
	<ul>
<li><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/downloads.png' /><div class='platform'><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/blender-downloads.png' title='Blender stuff' /><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/python-downloads.png' title='Python Script' /></div><div class='link-attach'><a href=http://blog.knokorpo.fr/wp-content/uploads/2010/01/blender-nds-exporter-0.3-1-alpha.zip>blender-nds-exporter-0.3-1-alpha</a><a href=http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/blender-nds-exporter-0-3-1-alpha/>[Info]</a></div><div style='clear:both'></div></li>
<li><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/downloads.png' /><div class='platform'><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/nintendo-ds-downloads.png' title='Nintendo DS' /></div><div class='link-attach'><a href=http://blog.knokorpo.fr/wp-content/uploads/2010/01/libgoengine.zip>libgoengine</a><a href=http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/libgoengine/>[Info]</a></div><div style='clear:both'></div></li>
<li><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/downloads.png' /><div class='platform'><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/blender-downloads.png' title='Blender stuff' /></div><div class='link-attach'><a href=http://blog.knokorpo.fr/wp-content/uploads/2010/01/brutal.blend_.zip>brutal.blend</a><a href=http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/brutal-blend/>[Info]</a></div><div style='clear:both'></div></li>
	</ul>
</div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/blender/" rel="tag">blender</a>, <a href="http://blog.knokorpo.fr/tag/export/" rel="tag">export</a>, <a href="http://blog.knokorpo.fr/tag/nintendo-ds/" rel="tag">nintendo-ds</a>, <a href="http://blog.knokorpo.fr/tag/script/" rel="tag">script</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2010-01-24/nds-exporter-release-0-3-alpha/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>NDS Exporter in Blender 2.5</title>
		<link>http://blog.knokorpo.fr/2009-12-09/nds-exporter-in-blender-2-5/</link>
		<comments>http://blog.knokorpo.fr/2009-12-09/nds-exporter-in-blender-2-5/#comments</comments>
		<pubDate>Wed, 09 Dec 2009 17:20:24 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Sandbox]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[script]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=239</guid>
		<description><![CDATA[<!--NO MORE TAG-->
Just a little photo that show my script can be accessed in the latest Blender 2.5 . I&#8217;ve created a new branch on github called to adapt it to this new blender version . As the Blender Python API has been heavily refactored, the script must be adapted as well and there are many errors [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<div class='wp-caption align-left' style='float:right'><a id='single_242' href='http://blog.knokorpo.fr/wp-content/uploads/2009/12/nds-exporter-in-blender25.png'><img width="100" height="100" src="http://blog.knokorpo.fr/wp-content/uploads/2009/12/nds-exporter-in-blender25-100x100.png" class="attachment-thumbnail" alt="NDS Exporter in the Blender 2.5 Export Menu" title="NDS Exporter in the Blender 2.5 Export Menu" /><br />
</a>
<p class='wp-caption-text'></p>
</div>
<p>Just a little photo that show my script can be accessed in the latest Blender 2.5 .<br />
I&#8217;ve created a new branch on github called <a target='_blank' href='http://github.com/kiniou/blender-nds-exporter/tree/blender25'  title='NDS Exporter - branch blender25' >blender25</a> to adapt it to this new blender version .</p>
<p>As the Blender Python API has been heavily refactored, the script must be adapted as well and there are many errors .<br />
Therefore the script is actually useless with this branch <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  &#8230; but the <a target='_blank' href='http://github.com/kiniou/blender-nds-exporter'  title='NDS Exporter - branch master' >master</a> branch of the script still works and supports &#8220;animation&#8221; export .</p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/blender/" rel="tag">blender</a>, <a href="http://blog.knokorpo.fr/tag/export/" rel="tag">export</a>, <a href="http://blog.knokorpo.fr/tag/preview/" rel="tag">preview</a>, <a href="http://blog.knokorpo.fr/tag/script/" rel="tag">script</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2009-12-09/nds-exporter-in-blender-2-5/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Projects Annoucements &amp; Updates</title>
		<link>http://blog.knokorpo.fr/2009-11-10/projects-annoucements-updates/</link>
		<comments>http://blog.knokorpo.fr/2009-11-10/projects-annoucements-updates/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 18:56:56 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=231</guid>
		<description><![CDATA[<!--NO MORE TAG-->
It&#8217;s time to tidy up again my projects ! For starters, I am moving all my projects to GitHub. I&#8217;m giving up with my devcenter based on Redmine as it&#8217;s a little bit messed up and will give me much work to maintain it. So now, the Nintendo DS Exporter for Blender is now at [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<p>It&#8217;s time to tidy up <span style="text-decoration: line-through;">again</span> my projects !</p>
<p>For starters, I am moving all my projects to GitHub. I&#8217;m giving up with my devcenter based on Redmine as it&#8217;s a little bit messed up and will give me much work to maintain it. So now, the <strong>Nintendo DS Exporter for Blender</strong> is now at <a href="http://github.com/kiniou/blender-nds-exporter" target="_blank">http://github.com/kiniou/blender-nds-exporter</a> .</p>
<p>Then, those who had the chance to attend to the HackerSpaceFestival 2009 this summer know about the following project but I didn&#8217;t make any announcements nor updates since this event about my second Blender project called <strong>Blender Smooth Slides</strong> . It&#8217;s only a proof of concept for now and you can check this out at <a href="http://github.com/kiniou/blender-smooth-slides" target="_blank">http://github.com/kiniou/blender-smooth-slides</a> .</p>
<p>See ya.</p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
</div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2009-11-10/projects-annoucements-updates/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Back from Main Demoparty</title>
		<link>http://blog.knokorpo.fr/2009-10-05/back-from-main-demoparty/</link>
		<comments>http://blog.knokorpo.fr/2009-10-05/back-from-main-demoparty/#comments</comments>
		<pubDate>Mon, 05 Oct 2009 20:46:42 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Demoparty]]></category>
		<category><![CDATA[milkymist]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=41</guid>
		<description><![CDATA[<!--MORE TAG DETECTED-->
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    [0] => That Main demoparty was really great and cool.

The competition was awesome and I met some crasy/geeky/cool guys too (little greets to Adinpsz and Frequency guys).

Sadly I didn't manage to present the Milkymist demo because of the deadline to the Wild competition but this demoparty motivated me and I will try again.

    [1] => 
)
-->
]]></description>
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    [0] => That Main demoparty was really great and cool.

The competition was awesome and I met some crasy/geeky/cool guys too (little greets to Adinpsz and Frequency guys).

Sadly I didn't manage to present the Milkymist demo because of the deadline to the Wild competition but this demoparty motivated me and I will try again.

    [1] => 
)
-->
<div class='entry'>
<div id='top-paragraph''>
<div class='wp-caption align-left' style='float:right'><a id='single_46' href='http://blog.knokorpo.fr/wp-content/uploads/2009/10/img_0524.jpg'><img width="100" height="100" src="http://blog.knokorpo.fr/wp-content/uploads/2009/10/img_0524-150x150.jpg" class="attachment-thumbnail" alt="Hugescreen again" title="Hugescreen again" /><br />
</a>
<p class='wp-caption-text'>Hugescreen again</p>
</div>
<p>That Main demoparty was really great and cool.</p>
<p>The competition was awesome and I met some crasy/geeky/cool guys too (little greets to Adinpsz and Frequency guys).</p>
<p>Sadly I didn&#8217;t manage to present the Milkymist demo because of the deadline to the Wild competition but this demoparty motivated me and I will try again.
</p></div>
<div style='clear:both;'></div></div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/blog-demoparty/" rel="tag">Demoparty</a>, <a href="http://blog.knokorpo.fr/tag/milkymist/" rel="tag">milkymist</a>, <a href="http://blog.knokorpo.fr/tag/projects/" rel="tag">Projects</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2009-10-05/back-from-main-demoparty/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>I&#8217;m going to Main#4 Demoparty</title>
		<link>http://blog.knokorpo.fr/2009-09-27/im-going-to-main4-demoparty/</link>
		<comments>http://blog.knokorpo.fr/2009-09-27/im-going-to-main4-demoparty/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 17:10:01 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Demoparty]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[multimedia]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=36</guid>
		<description><![CDATA[<!--NO MORE TAG-->
i&#8217;m going to Main Demoparty &#8217;09 Greetings! Demoparties are those meetings I always wanted to participate but made me step back caused by timidity or lack of time. And now I have plenty of time so let&#8217;s go to the Main#4 Demoparty!!! In these event, I will represent the tmplab and make an entry into [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<div class='wp-caption align-left' style='float:right'><a id='single_37' href='http://blog.knokorpo.fr/wp-content/uploads/2009/09/promo-main.png'><img width="100" height="54" src="http://blog.knokorpo.fr/wp-content/uploads/2009/09/promo-main.png" class="attachment-thumbnail" alt="i&#039;m going to Main Demoparty &#039;09" title="i&#039;m going to Main Demoparty &#039;09" /><br />
</a>
<p class='wp-caption-text'>i&#8217;m going to Main Demoparty &#8217;09</p>
</div>
<p>Greetings!</p>
<p>Demoparties are those meetings I always wanted to participate but made me step back caused by timidity or lack of time. And now I have plenty of time <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  so let&#8217;s go to the Main#4 Demoparty!!!</p>
<p>In these event, I will represent the <a title="tmplab" href="http://www.tmplab.org/" target="_blank">tmplab</a> and make an entry into the wild compo with the <a title="Milkymist" href="http://www.milkymist.org/" target="_blank">Milkymist</a> platform<a title="tmplab" href="http://www.tmplab.org" target="_blank"></a> . We have ported some dedicated code to Milkymist for the demoparty like a Modplayer.</p>
<p>I&#8217;ll try to make a day-by-day reports on this blog to keep a trace <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/animation/" rel="tag">animation</a>, <a href="http://blog.knokorpo.fr/tag/blog-demoparty/" rel="tag">Demoparty</a>, <a href="http://blog.knokorpo.fr/tag/multimedia/" rel="tag">multimedia</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2009-09-27/im-going-to-main4-demoparty/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MyDevCenter</title>
		<link>http://blog.knokorpo.fr/2009-02-25/mydevcenter/</link>
		<comments>http://blog.knokorpo.fr/2009-02-25/mydevcenter/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 17:18:45 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[ToolBox]]></category>
		<category><![CDATA[git]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[redmine]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=33</guid>
		<description><![CDATA[<!--NO MORE TAG-->
Hello World!!! I was thinking about building my own developpement center for a while now and after some experimentations with Redmine, it is finally done. You can retrieve all my work on Blender (only scripts for now and models soon), Glideout repository &#8230; each projects stored with a Git repository and documented in a redmine [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<p>Hello World!!!</p>
<p>I was thinking about building my own developpement center for a while now and after some experimentations with <a title="Redmine" href="http://www.redmine.org/" target="_blank">Redmine</a>, it is finally done.</p>
<p>You can retrieve all my work on Blender (only scripts for now and models soon), Glideout repository &#8230; each projects stored with a Git repository and documented in a redmine wiki.</p>
<p>You can enjoy accessing it at the following adress : <a title="KnoKorpo Dev-Center" href="http://dev.knokorpo.fr" target="_blank">http://dev.knokorpo.fr</a></p>
<p>You can normally subscribe to it if you want to drop a bug, to submit patches.</p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/git/" rel="tag">git</a>, <a href="http://blog.knokorpo.fr/tag/projects/" rel="tag">Projects</a>, <a href="http://blog.knokorpo.fr/tag/redmine/" rel="tag">redmine</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2009-02-25/mydevcenter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Salvation Brush : Artistic MiniGame Concept</title>
		<link>http://blog.knokorpo.fr/2008-05-06/salvation-brush-artistic-minigame-concept/</link>
		<comments>http://blog.knokorpo.fr/2008-05-06/salvation-brush-artistic-minigame-concept/#comments</comments>
		<pubDate>Tue, 06 May 2008 18:01:40 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[game-concept]]></category>
		<category><![CDATA[nintendo-ds]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.fr/?p=30</guid>
		<description><![CDATA[<!--MORE TAG DETECTED-->
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    [0] => Hello there :)

After releasing my blender export script for libnds developpement, I join a small group of people to make an interesting minigame : Salvation Brush.

In this game you will play a boy, Mun, and you are visiting an art museum. You stop at some painting and start to redraw it on your sketchbook. When you have just finished the sketchbook copy, the painting aspirate you and it's the start of a small minigame.
    [1] => 

This game is aimed to be presented as a demo to a school contest and this "not-common" concept was launched by Leust, Circus and Phoenix. I am working on the 3D animations. My interest in it is that it's a good stress test in the "real world" for my Blender script and I will surely enhance it with character animation export :D.

Actually, I ended modeling and exporting the museum scene and I made a small demo.
See ya later for update ;)
)
-->
]]></description>
			<content:encoded><![CDATA[<!--MORE TAG DETECTED-->
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<!--Array
(
    [0] => Hello there :)

After releasing my blender export script for libnds developpement, I join a small group of people to make an interesting minigame : Salvation Brush.

In this game you will play a boy, Mun, and you are visiting an art museum. You stop at some painting and start to redraw it on your sketchbook. When you have just finished the sketchbook copy, the painting aspirate you and it's the start of a small minigame.
    [1] => 

This game is aimed to be presented as a demo to a school contest and this "not-common" concept was launched by Leust, Circus and Phoenix. I am working on the 3D animations. My interest in it is that it's a good stress test in the "real world" for my Blender script and I will surely enhance it with character animation export :D.

Actually, I ended modeling and exporting the museum scene and I made a small demo.
See ya later for update ;)
)
-->
<div class='entry'>
<div id='top-paragraph''>
<div class='wp-caption align-left' style='float:right'><a id='single_214' href='http://blog.knokorpo.fr/wp-content/uploads/2008/05/salvation_brush_intro1.png'><img width="100" height="100" src="http://blog.knokorpo.fr/wp-content/uploads/2008/05/salvation_brush_intro1-100x100.png" class="attachment-thumbnail" alt="Welcome to the museum ..." title="Salvation brush animation intro" /><br />
</a>
<p class='wp-caption-text'>Welcome to the museum &#8230;</p>
</div>
<p>Hello there <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>After releasing my blender export script for libnds developpement, I join a small group of people to make an interesting minigame : Salvation Brush.</p>
<p>In this game you will play a boy, Mun, and you are visiting an art museum. You stop at some painting and start to redraw it on your sketchbook. When you have just finished the sketchbook copy, the painting aspirate you and it&#8217;s the start of a small minigame.</p></div>
<p>This game is aimed to be presented as a demo to a school contest and this &#8220;not-common&#8221; concept was launched by Leust, Circus and Phoenix. I am working on the 3D animations. My interest in it is that it&#8217;s a good stress test in the &#8220;real world&#8221; for my Blender script and I will surely enhance it with character animation export <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> .</p>
<p>Actually, I ended modeling and exporting the museum scene and I made a small demo.<br />
See ya later for update <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<div style='clear:both;'></div></div>
<div class='post-attachments'>
	<h3>Download : </h3>
	<ul>
<li><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/downloads.png' /><div class='platform'><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/nintendo-ds-downloads.png' title='Nintendo DS' /></div><div class='link-attach'><a href=http://blog.knokorpo.fr/wp-content/uploads/2008/05/salvation_brush.zip>salvation brush demo</a><a href=http://blog.knokorpo.fr/2008-05-06/salvation-brush-artistic-minigame-concept/salvation_brush/>[Info]</a></div><div style='clear:both'></div></li>
	</ul>
</div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/blender/" rel="tag">blender</a>, <a href="http://blog.knokorpo.fr/tag/game-concept/" rel="tag">game-concept</a>, <a href="http://blog.knokorpo.fr/tag/blog-homebrew/" rel="tag">Homebrew</a>, <a href="http://blog.knokorpo.fr/tag/nintendo-ds/" rel="tag">nintendo-ds</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2008-05-06/salvation-brush-artistic-minigame-concept/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Blender Script : Export Mesh into NDS format</title>
		<link>http://blog.knokorpo.fr/2008-04-24/blender-script-export-mesh-into-nds-format/</link>
		<comments>http://blog.knokorpo.fr/2008-04-24/blender-script-export-mesh-into-nds-format/#comments</comments>
		<pubDate>Thu, 24 Apr 2008 00:50:10 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[ToolBox]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[nintendo-ds]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.ath.cx/?p=27</guid>
		<description><![CDATA[<!--NO MORE TAG-->
Say hello to Suzanne Since the 3d export system I developped to make binary calllist from OBJ models was too restrictive and not user-friendly (command-line is for pure geek ) &#8230; I restart coding my old export script for Blender. First I totally rewrote it with understandable classes and the script still export models in [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<div class='wp-caption align-left' style='float:right'><a id='single_193' href='http://blog.knokorpo.fr/wp-content/uploads/2008/04/nds_export1.png'><img width="100" height="100" src="http://blog.knokorpo.fr/wp-content/uploads/2008/04/nds_export1-100x100.png" class="attachment-thumbnail" alt="Say hello to Suzanne :)" title="blender nds export" /><br />
</a>
<p class='wp-caption-text'>Say hello to Suzanne <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
</div>
<p>Since the 3d export system I developped to make binary calllist from OBJ models was too restrictive and not user-friendly (command-line is for pure geek <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ) &#8230; I restart coding my old export script for Blender. First I totally rewrote it with understandable classes and the script still export models in C-Style files only, but it&#8217;s a matter of time to make it export in binary files.</p>
<p>I am currently writing a little documentation which will cover how to install and use this script in Blender but actually there is only a quick how-to available.</p>
<p>Cheers <img src='http://blog.knokorpo.fr/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<div style='clear:both;'></div></div>
<div class='post-attachments'>
	<h3>Download : </h3>
	<ul>
<li><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/downloads.png' /><div class='platform'><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/blender-downloads.png' title='Blender stuff' /><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/nintendo-ds-downloads.png' title='Nintendo DS' /><img class='icon-attachment' src='http://blog.knokorpo.fr/wp-content/themes/knokorpo/icons/python-downloads.png' title='Python Script' /></div><div class='link-attach'><a href=http://blog.knokorpo.fr/wp-content/uploads/2008/04/nds_export.zip>nds export v0.1</a><a href=http://blog.knokorpo.fr/2008-04-24/blender-script-export-mesh-into-nds-format/nds_export/>[Info]</a></div><div style='clear:both'></div></li>
	</ul>
</div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/blender/" rel="tag">blender</a>, <a href="http://blog.knokorpo.fr/tag/blog-homebrew/" rel="tag">Homebrew</a>, <a href="http://blog.knokorpo.fr/tag/nintendo-ds/" rel="tag">nintendo-ds</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2008-04-24/blender-script-export-mesh-into-nds-format/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
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		<item>
		<title>GlideOut DS [WIP] : codename &#8220;Skeleton&#8221;</title>
		<link>http://blog.knokorpo.fr/2008-02-19/glideout-ds-wip-codename-skeleton/</link>
		<comments>http://blog.knokorpo.fr/2008-02-19/glideout-ds-wip-codename-skeleton/#comments</comments>
		<pubDate>Tue, 19 Feb 2008 08:14:55 +0000</pubDate>
		<dc:creator>kiniou</dc:creator>
				<category><![CDATA[Homebrew]]></category>
		<category><![CDATA[glideout]]></category>
		<category><![CDATA[nintendo-ds]]></category>

		<guid isPermaLink="false">http://blog.knokorpo.ath.cx/index.php/glideout/glideout-ds-wip-codename-skeleton</guid>
		<description><![CDATA[<!--NO MORE TAG-->
Hi fellas! Since yesterday, I almost ended the &#8220;spring cleaning&#8221; of Glideout source code by reorganizing it in object classes. There is still a lot of work to do and now that my ideas are streamlined, the project will advance more easily. Because of lack of time, I didn&#8217;t make any demo and I don&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<!--NO MORE TAG-->
<div class='entry'>
<p>Hi fellas!</p>
<p>Since yesterday, I almost ended the &#8220;spring cleaning&#8221; of Glideout source code by reorganizing it in object classes. There is still a lot of work to do and now that my ideas are streamlined, the project will advance more easily.</p>
<p>Because of lack of time, I didn&#8217;t make any demo and I don&#8217;t know when I will release one for this &#8220;Skeleton&#8221; version of Glideout.</p>
<p>Maybe this week end &#8230;</p>
<div style='clear:both;'></div></div>
<div class='end-entry'>
<small style="float:left;">tagged in <a href="http://blog.knokorpo.fr/tag/glideout/" rel="tag">glideout</a>, <a href="http://blog.knokorpo.fr/tag/blog-homebrew/" rel="tag">Homebrew</a>, <a href="http://blog.knokorpo.fr/tag/nintendo-ds/" rel="tag">nintendo-ds</a></small></div><div style='clear:both'> </div>
]]></content:encoded>
			<wfw:commentRss>http://blog.knokorpo.fr/2008-02-19/glideout-ds-wip-codename-skeleton/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

