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	<title>Chad Vernon</title>
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	<link>http://www.chadvernon.com/blog</link>
	<description>A Character TD&#039;s blog</description>
	<lastBuildDate>Wed, 11 Aug 2010 16:58:20 +0000</lastBuildDate>
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		<title>UV Blendshape Deformer</title>
		<link>http://www.chadvernon.com/blog/maya/uv-blendshape-deformer/</link>
		<comments>http://www.chadvernon.com/blog/maya/uv-blendshape-deformer/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 16:58:20 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Plug-ins]]></category>

		<guid isPermaLink="false">http://www.chadvernon.com/blog/?p=697</guid>
		<description><![CDATA[A deformer that blends one mesh to another based off of UVs. Mesh topology can differ and you can optionally maintain the initial offset between the two meshes. Uses include transferring existing work onto another mesh. The demo shows transferring shape work from one face to another. The faces have different vertex counts and topologies [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>Vertex Snap Deformer</title>
		<link>http://www.chadvernon.com/blog/maya/vertex-snap-deformer/</link>
		<comments>http://www.chadvernon.com/blog/maya/vertex-snap-deformer/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 15:27:48 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Plug-ins]]></category>

		<guid isPermaLink="false">http://www.chadvernon.com/blog/?p=695</guid>
		<description><![CDATA[A deformer that can drive subsets of a mesh with other meshes. Uses include driving a body with a blendshaped head or driving larger meshes with a heavily rigged subset of the mesh. This can increase performance as the heavy rigging isn&#8217;t affecting the larger mesh.]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Motion Blur Deformer</title>
		<link>http://www.chadvernon.com/blog/maya/motion-blur-deformer/</link>
		<comments>http://www.chadvernon.com/blog/maya/motion-blur-deformer/#comments</comments>
		<pubDate>Tue, 10 Aug 2010 06:58:29 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Plug-ins]]></category>

		<guid isPermaLink="false">http://www.chadvernon.com/blog/?p=692</guid>
		<description><![CDATA[A deformer that simulates motion blur geometrically. The amount and falloff of the &#8220;blur&#8221; can be adjusted with keyable attributes.]]></description>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Sticky Lips Deformer</title>
		<link>http://www.chadvernon.com/blog/maya/sticky-lips-deformer/</link>
		<comments>http://www.chadvernon.com/blog/maya/sticky-lips-deformer/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 17:06:02 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Plug-ins]]></category>

		<guid isPermaLink="false">http://www.chadvernon.com/blog/?p=681</guid>
		<description><![CDATA[This shows a deformer that attracts vertices to a nurbs curve using a distance-based falloff. It can be used to create sticking effects like sticky lips. Various attributes can be adjusted and animated such as falloff, distance threshold, magnitude, etc.]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Spherical Radial Basis Function Driven Corrective Shapes</title>
		<link>http://www.chadvernon.com/blog/maya/srbf/</link>
		<comments>http://www.chadvernon.com/blog/maya/srbf/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 06:55:51 +0000</pubDate>
		<dc:creator>Chad</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Plug-ins]]></category>

		<guid isPermaLink="false">http://www.chadvernon.com/blog/?p=671</guid>
		<description><![CDATA[This shows an implementation of a Spherical Radial Basis Function node. SRBF is commonly used in lighting calculations like this http://www.cse.cuhk.edu.hk/~ttwong/papers/srbf/srbf.html.  I am using SRBF here to track joint position and orientation. This gives me a weight value per target that I can then use to drive corrective shapes. Each target point has its own [...]]]></description>
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