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<channel>
	<title>Bones &#38; Frames</title>
	<atom:link href="http://www.giordanoanimator.com/blog/index.php?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://www.giordanoanimator.com/blog</link>
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	<lastBuildDate>Thu, 10 May 2012 09:30:35 +0000</lastBuildDate>
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		<item>
		<title>MG_FollowNode v1.00</title>
		<link>http://www.giordanoanimator.com/blog/?p=240&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=mg_follownode-v1-00</link>
		<comments>http://www.giordanoanimator.com/blog/?p=240#comments</comments>
		<pubDate>Sun, 06 May 2012 18:50:37 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[CG general]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[Uncategorized]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=240</guid>
		<description><![CDATA[Hi everyone this is the last node I made for maya . What the node does is making a connection that lets me control the object and best think is I can give a weight of the connection and avoiding any pop when the value change so it s fully controllable . This was just &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=240">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>Hi everyone this is the last node I made for maya .<br />
What the node does is making a connection that lets me control the object and best think is I can give a weight of the connection and avoiding any pop when the value change so it s fully controllable .</p>
<p>This was just the core of the node in version 2 I want to have multiple inputs and switching between inputs influence without having the object popping around the scene how it usually happen with constraints</p>
<p>here is a quick demo :<br />
<iframe src="http://player.vimeo.com/video/41660447?title=0&amp;byline=0&amp;portrait=0" width="600" height="400" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><br />
and here the download +source link :</p>
<p><a title="http://www.giordanoanimator.com/download.html" href="http://www.giordanoanimator.com/download.html" target="_blank">http://www.giordanoanimator.com/download.html</a></p>
<p>if you wanna help me compiling it for other platform or maya versions just mail me or comment here</p>
]]></content:encoded>
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		</item>
		<item>
		<title>MAYA API TIP: Adding an array compound attribute</title>
		<link>http://www.giordanoanimator.com/blog/?p=237&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-api-tip-adding-an-array-compound-attribute</link>
		<comments>http://www.giordanoanimator.com/blog/?p=237#comments</comments>
		<pubDate>Fri, 20 Apr 2012 16:58:50 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[scripting]]></category>
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		<category><![CDATA[attribute]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=237</guid>
		<description><![CDATA[Hi today the tip&#38;trick will be about how to add a compound array attribute to our node. THe basic idea is tho create an array attribute and then feed a compound attribute with it  using the addChild() method &#160; &#160; Just rember to declare all the  needed MObject : and to include all the needed &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=237">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>Hi today the tip&amp;trick will be about how to add a compound array attribute to our node.</p>
<p>THe basic idea is tho create an array attribute and then feed a compound attribute with it  using the addChild() method</p>
<p>&nbsp;</p>
<pre class="brush: cpp; title: ; notranslate">
         ////////////////////////////////////////////////////////////////////////////////////////
//INPUT  ATTRIBUTE
///////////////////////////////////////////////////////////////////////////////////////

//Compounds's input  float
MFnNumericAttribute  numFn;
input =numFn.create(&quot;inputA&quot;,&quot;ia&quot;,MFnNumericData::kFloat);
numFn.setArray(TRUE);
addAttribute(input);

//input  Compoud

inputA= compA.create(&quot;inputs&quot;,&quot;i&quot; );
compA.addChild(input);
compA.setArray(TRUE);
addAttribute(inputA);
</pre>
<p>&nbsp;</p>
<p>Just rember to declare all the  needed MObject :</p>
<pre class="brush: cpp; title: ; notranslate">
MObject input;
MObject inputA;
</pre>
<p>and to include all the needed headers.</p>
<p>Enjoy.<br />
For more tips&amp;tricks check my website :<br />
<a title="http://www.giordanoanimator.com/tips.php?prog=1" href="http://www.giordanoanimator.com/tips.php?prog=1" target="_blank">http://www.giordanoanimator.com/tips.php?prog=1</a></pre>
]]></content:encoded>
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		</item>
		<item>
		<title>MAYA API TIP: Creating string attribute</title>
		<link>http://www.giordanoanimator.com/blog/?p=231&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-api-tip-creating-string-attribute</link>
		<comments>http://www.giordanoanimator.com/blog/?p=231#comments</comments>
		<pubDate>Wed, 18 Apr 2012 15:36:30 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
		<category><![CDATA[maya]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=231</guid>
		<description><![CDATA[Hi everyone in this tip I&#8217;m gonna show you how create an attribute ables to recive string data First of all we need to include a header in our node for example in my save node I added an author attribute and set default value to a given string: Here we go]]></description>
			<content:encoded><![CDATA[<p>Hi everyone in this tip I&#8217;m gonna show you how create an attribute ables to recive string data</p>
<p>First of all we need to include a header in our node</p>
<pre class="brush: cpp; title: ; notranslate">
#include MFnStringData.h&gt;
</pre>
<p>for example in my save node I added an author attribute and set default value to a given string:</p>
<pre class="brush: cpp; title: ; notranslate">
//Creating author attribute

MFnStringData stringFn;
MFnTypedAttribute authorA;
MOBject authorS stringFn.create(&quot;Type here the autor&quot;);
author = authorA.create(&quot;author&quot;,&quot;aut&quot;,MFnData::kString,authorS);
authorA.setStorable(true);
addAttribute(author);
</pre>
<p>Here we go <img src='http://www.giordanoanimator.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<item>
		<title>MAYA PLUGIN: MG_dotProduct v2</title>
		<link>http://www.giordanoanimator.com/blog/?p=223&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-plugin-mg_dotproduct-v2</link>
		<comments>http://www.giordanoanimator.com/blog/?p=223#comments</comments>
		<pubDate>Sat, 07 Apr 2012 12:58:48 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=223</guid>
		<description><![CDATA[Hi everyone , i wanna share with you my new plugin . It s about vector dot product . It was a great learning experience in both math and programming. I had to build an external header in order to handle the numerous vector operation like dot product sum length and so on. Here is &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=223">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>Hi everyone ,</p>
<p>i wanna share with you my new plugin .</p>
<p>It s about vector dot product .</p>
<p>It was a great learning experience in both math and programming.</p>
<p>I had to build an external header in order to handle the numerous vector operation like dot product sum length and so on.</p>
<p>Here is a little demo.<br />
<iframe src="http://player.vimeo.com/video/39926923?title=0&amp;byline=0&amp;portrait=0" frameborder="0" width="600" height="334"></iframe><br />
Plugin features :<br />
Dot product<br />
max dot product<br />
normalize dot and max dot product<br />
Projection of vector to the other<br />
Angle in-between<br />
Angle in-between projected on world and custom planes</p>
<p>In the V2 I have implemented the projection on user custom axis so you can project on transformed system.</p>
<p>As default it s set at same maya world .</p>
<p>The plugin is free download with the source code included.</p>
<p>I hope you guys enjoy</p>
<p>C&amp;C appreciated</p>
<p>download :</p>
<p><a title="http://www.giordanoanimator.com/download.html" href="http://www.giordanoanimator.com/download.html" target="_blank">http://www.giordanoanimator.com/download.html</a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>MAYA API TIP: how to create a checkBox/boolean attribute</title>
		<link>http://www.giordanoanimator.com/blog/?p=211&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-api-tip-how-to-create-a-checkboxboolean-attribute</link>
		<comments>http://www.giordanoanimator.com/blog/?p=211#comments</comments>
		<pubDate>Thu, 29 Mar 2012 20:07:52 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<category><![CDATA[checkBox]]></category>
		<category><![CDATA[computer graphic]]></category>
		<category><![CDATA[kDouble]]></category>
		<category><![CDATA[marco]]></category>
		<category><![CDATA[marco giordano]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=211</guid>
		<description><![CDATA[Creating a boolean attribute or just an attribute that looks like a checkBox you just need those couple of lines : The only difference between a float attribute is the type of data that the attributes accepts float attribute uses : enjoy . For more tips and tricks visit : http://www.giordanoanimator.com/tips.php]]></description>
			<content:encoded><![CDATA[<p>Creating a boolean attribute or just an attribute that looks like a checkBox you just need those couple of lines :</p>
<pre class="brush: cpp; title: ; notranslate">
MFnNumericAttribute normAttr;
normalize=normAttr.create(&quot;normalize&quot;,&quot;n&quot;,MFnNumericData::kBoolean );
addAttribute(normalize);
normAttr.setStorable(TRUE);
</pre>
<p>The only difference between a float attribute is the type of data that the attributes accepts</p>
<p>float attribute uses :</p>
<pre class="brush: cpp; title: ; notranslate">

MFnNumericData::kFloat
</pre>
<p>enjoy .<br />
For more tips and tricks visit :</p>
<pre><a href="http://www.giordanoanimator.com/tips.php" target="_blank">http://www.giordanoanimator.com/tips.php</a></pre>
]]></content:encoded>
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		<title>MAYA API TIP: Creating compound  VS point  attribute</title>
		<link>http://www.giordanoanimator.com/blog/?p=189&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-api-tip-creating-compound-vs-point-attribute</link>
		<comments>http://www.giordanoanimator.com/blog/?p=189#comments</comments>
		<pubDate>Thu, 29 Mar 2012 15:16:31 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=189</guid>
		<description><![CDATA[When creating your node, you might need to add an attribute holding multiple fields like can be a position attribute or a vector attribute . There are two main way in order to accomplish that (as far as i know ). 1) Compound attribute 2) Point attribute The compound attribute let you creates many attributes &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=189">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>When creating your node, you might need to add an attribute holding multiple fields like can be a position attribute or a vector attribute .</p>
<p>There are two main way in order to accomplish that (as far as i know ).</p>
<p>1) Compound attribute</p>
<p>2) Point attribute</p>
<p>The compound attribute let you creates many attributes and then group them together like in the example  1:</p>
<p>example 1 ) I created an output attribute for holding vector data</p>
<pre class="brush: cpp; title: ; notranslate">

//Output vector attribute
//Creating 3 single attributes  vectorX,Y,Z
MFnNumericAttribute oVecXAttr;
oVecX= oVecXAttr.create(&quot;vectorX&quot;,&quot;vx&quot;,MFnNumericData::kFloat);
addAttribute(oVecX);

MFnNumericAttribute oVecYAttr;
oVecY= oVecYAttr.create(&quot;vectorY&quot;,&quot;vy&quot;,MFnNumericData::kFloat);
addAttribute(oVecY);

MFnNumericAttribute oVecZAttr;
oVecZ= oVecZAttr.create(&quot;vectorZ&quot;,&quot;vZ&quot;,MFnNumericData::kFloat);
addAttribute(oVecZ);

//Output vector compound attribute
//Group them togheter with a compound attribute
MFnCompoundAttribute FoVec;
oVec= FoVec.create(&quot;outputVector&quot;,&quot;ov&quot;);

//use addChild method to add our attributes to the compound attribute
FoVec.addChild(oVecX);
FoVec.addChild(oVecY);
FoVec.addChild(oVecZ);
addAttribute(oVec);
</pre>
<p>The point attribute make everything faster , you can achieve same result with way fewer lines of codes check example 2:</p>
<p>example 2)</p>
<pre class="brush: cpp; title: ; notranslate">

//Create a numeric attribute function set

MFnNumericAttribute originFn;

&amp;amp;nbsp;

// instead using create() we will use createPoint()
origin=originFn.createPoint(&quot;origin&quot;,&quot;o&quot;);
addAttribute(origin);
</pre>
<p>The main difference here is that using createPoint() method will automatically create  originX originY and originZ so if that s the goal you want to achieve I highly suggest using createPoint() method if you want to have attributes that are not X,Y,Z or have different names or are more than 3 use the compound attribute function set .</p>
<p>enjoy .<br />
For more tips and tricks visit :<br />
<a href="http://www.giordanoanimator.com/tips.php" target="_blank">http://www.giordanoanimator.com/tips.php</a></p>
]]></content:encoded>
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		<item>
		<title>MAYA API TIP: using MGlobal::displayInfo with a not MStirng variable</title>
		<link>http://www.giordanoanimator.com/blog/?p=180&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-api-tip-using-mglobaldisplayinfo-with-a-not-mstirng-variable</link>
		<comments>http://www.giordanoanimator.com/blog/?p=180#comments</comments>
		<pubDate>Wed, 21 Mar 2012 10:54:40 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=180</guid>
		<description><![CDATA[Hi everyone I found often myself willing to use MGlobal::displayInfo method with a not MString variable. So here there is a little trick for casting your variable into an MString and use the displayInfo method enjoy . For more tips and tricks visit : &#160;]]></description>
			<content:encoded><![CDATA[<p>Hi everyone I found often myself willing to use MGlobal::displayInfo method with a not MString variable.<br />
So here there is a little trick for casting your variable into an MString and use the displayInfo method</p>
<pre class="brush: cpp; title: ; notranslate">
int myInt = 10;
MGlobal::displayInfo(MString()+myInt);
</pre>
<p>enjoy .<br />
For more tips and tricks visit :<br />
<a href="http://www.giordanoanimator.com/tips.php" target="_blank"></a><br />
&nbsp;</p>
]]></content:encoded>
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		<title>MAYA API TIP : Creating a Matrix and convert it into a MMatrix</title>
		<link>http://www.giordanoanimator.com/blog/?p=176&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=may-api-tip-creating-an-matrix-and-convert-it-into-a-mmatrix</link>
		<comments>http://www.giordanoanimator.com/blog/?p=176#comments</comments>
		<pubDate>Wed, 21 Mar 2012 10:07:29 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<category><![CDATA[animation]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=176</guid>
		<description><![CDATA[Hi everyone in this tip I will show you how to build a matrix variable and convert it into an MMatrix Here is the full code : In this example i m getting a worldMatrix and multiplying for myMatrix that is built out from a point in the space Of course you need to include &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=176">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>Hi everyone in this tip I will show you how to build a matrix variable and convert it into an MMatrix</p>
<p>Here is the full code :<br />
In this example i m getting a worldMatrix and multiplying for myMatrix that is built out from a point in the space</p>
<pre class="brush: cpp; title: ; notranslate">

MStatus statusM;
                MFnDependencyNode nodeFnWm;
                MPlug wMP = nodeFnWm.findPlug(&quot;worldMatrix&quot;);
                MObject wM ;
                wMP.getValue(wM);
                MFnMatrixData mData(wM);
                MMatrix value=mData.matrix(&amp;statusM);
                double myMatrix[4][4]={( 1, 0 , 0, 0),
                                       ( 0, 1, 0, 0),
                                       ( 0, 0, 1, 0),
                                       ( 5, 0, 0, 1) };

                MMatrix myMMatrixFront(myMatrix);
                MMatrix result = value*myMMatrixFront;
</pre>
<p>Of course you need to include all the different modules now let see it step by step</p>
<pre class="brush: cpp; title: ; notranslate">
                MFnDependencyNode nodeFnWm;
                MPlug wMP = nodeFnWm.findPlug(&quot;worldMatrix&quot;);
                MObject wM ;
                wMP.getValue(wM);
                MFnMatrixData mData(wM);
</pre>
<p>In this piece of code a plug has been created in order to get the world matrix then we convert the plug into a MMAtrix data</p>
<pre class="brush: cpp; title: ; notranslate">

                double myMatrix[4][4]={( 1, 0 , 0, 0),
                                       ( 0, 1, 0, 0),
                                       ( 0, 0, 1, 0),
                                       ( 5, 0, 0, 1) };
</pre>
<p>Here we are building a Matrix from a point that had coordinated (5,0,0)</p>
<pre class="brush: cpp; title: ; notranslate">
                MMatrix myMMatrixFront(myMatrix);
                MMatrix result = value*myMMatrixFront;
</pre>
<p>Now that your matrix is built you just need to pass the matrix in the MMatrix constructor and your done . You are ready to do your MMatrix math</p>
<p>For more tips and tricks visit :</p>
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		<title>NEWS: Maya API  tips and tricks page is up !</title>
		<link>http://www.giordanoanimator.com/blog/?p=173&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=news-maya-api-tips-and-tricks-page-is-up</link>
		<comments>http://www.giordanoanimator.com/blog/?p=173#comments</comments>
		<pubDate>Wed, 21 Mar 2012 09:46:58 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=173</guid>
		<description><![CDATA[thanks to my freaking awesome web master thwe page maya API tips and tricks is finally aveliable! The link is here : http://www.giordanoanimator.com/tips.php I like better to use c++ for API , and this is the language I&#8217;m using to learn them , so i will constantly adding tips and tricks in the C++ section &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=173">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>thanks to my freaking awesome web master thwe page maya API tips and tricks is finally aveliable!</p>
<p>The link is here :</p>
<p>http://www.giordanoanimator.com/tips.php</p>
<p>I like better to use c++ for API , and this is the language I&#8217;m using to learn them , so i will constantly adding tips and tricks in the C++ section  during my learning journey .<br />
The python api section has been created too with the hope other  tech artist will come there and add their own tips and tricks!<br />
Enjoy!</p>
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		<title>MAYA PLUGIN: rayCast v2.0</title>
		<link>http://www.giordanoanimator.com/blog/?p=161&#038;utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=maya-plugin-raycast-v2-0</link>
		<comments>http://www.giordanoanimator.com/blog/?p=161#comments</comments>
		<pubDate>Mon, 19 Mar 2012 11:09:23 +0000</pubDate>
		<dc:creator>Giordi</dc:creator>
				<category><![CDATA[c++]]></category>
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		<guid isPermaLink="false">http://www.giordanoanimator.com/blog/?p=161</guid>
		<description><![CDATA[Hi eryone this is a rayCast plugin that has been showed in the Maya plugin workshop by CGTALK. I learned this great stuff from the awesome Karl Stiefvater. I used this plugin as a base to build on top and upgraded it adding more stuff . I created 2 more custom nodes . A openGl &#8230; </p><p><a class="more-link block-button" href="http://www.giordanoanimator.com/blog/?p=161">Continue reading &#187;</a>]]></description>
			<content:encoded><![CDATA[<p>Hi eryone this is a rayCast plugin that has been showed in the Maya plugin workshop by CGTALK.<br />
I learned this great stuff from the awesome Karl Stiefvater.</p>
<p>I used this plugin as a base to build on top and upgraded it adding more stuff .<br />
I created 2 more custom nodes .<br />
A openGl locator shaped as an arrow<br />
and a a vectorNode that get as input 2 matrices and do some math about vectors</p>
<p>Special thanks to my friends an mentors that helps me out make my way through this messy c++ and API world.</p>
<p>TO DO :<br />
In the next version of this pluging i would love to add Reflection of the ray </p>
<p>here is a little demo:</p>
<p><iframe src="http://player.vimeo.com/video/38686578?title=0&amp;byline=0&amp;portrait=0" width="600" height="334" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>C&#038;C really appreciated</p>
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