<?xml version="1.0" encoding="UTF-8"?>
<!-- Generated on Tue, 22 May 2012 22:51:10 -0700 -->
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
  <channel>
    <atom:link href="http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/feed/" rel="self" type="application/rss+xml" />
    <title>Intel Software Network Comments Feed</title>
    <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics</link>
    <description></description>
    <language>en-us</language>
    <item>
      <title>By Oli Allen</title>
      <description><![CDATA[ Really useful information! I am currently doing some research into how to build the most realistic dinosaur skeleton in 3d Studio Max. Ill let you know how I get on!

Cheers! ]]></description>
      <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-8759</link>
      <pubDate>Thu, 30 Oct 2008 08:43:50 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-8759</guid>
    </item>
    <item>
      <title>By Useful Intel Articles &amp;laquo; Online Game Development</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-32633</link>
      <pubDate>Tue, 13 Oct 2009 13:57:47 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-32633</guid>
    </item>
    <item>
      <title>By Mr_Random</title>
      <description><![CDATA[ very interesting information,
i'm currently work with robotics, and have a problem with the robots kinematics.
Your article give me an insight into it.
Thanks ]]></description>
      <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-46672</link>
      <pubDate>Tue, 27 Jul 2010 17:13:00 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-46672</guid>
    </item>
    <item>
      <title>By current graduate student</title>
      <description><![CDATA[ What a great, great article! Thanks for the clear explanation of the difficult material. The moment when I finally understood the role of the constrains and why they work the way they do... was pure happiness! 

Thanks!  ]]></description>
      <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-55143</link>
      <pubDate>Mon, 17 Jan 2011 13:41:03 -0800</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-55143</guid>
    </item>
    <item>
      <title>By XNA Light Pre-Pass: Skinned Meshes | J.Coluna</title>
      <description><![CDATA[ n/a ]]></description>
      <link>http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-61983</link>
      <pubDate>Fri, 15 Jul 2011 22:47:55 -0700</pubDate>
      <guid isPermaLink="true">http://software.intel.com/en-us/articles/character-animation-skeletons-and-inverse-kinematics/#comment-61983</guid>
    </item>
  </channel></rss>
