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      <title>Advanced Windows Store App Development using C#: (01) Animations</title>
      <description><![CDATA[<p>In this module Jerry and Daren cover the details on animations and transitions. They go into details on what to expect with transforms and the advantage of using Windows Runtime animation library.</p><ul><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-using-C-/Advanced-Windows-Store-App-Development-using-C-01-Animations#time=06m53s">[06:53]</a> - Transforms </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-using-C-/Advanced-Windows-Store-App-Development-using-C-01-Animations#time=11m12s">[11:12]</a> - Animations </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-using-C-/Advanced-Windows-Store-App-Development-using-C-01-Animations#time=38m28s">[38:28]</a> - Animation library </li></ul><p>Full course outline:</p><ul><li>Mod 01: Animations </li><li>Mod 02: <a title="Responsive Design" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-02-Responsive-Design" target="_self">Responsive Design</a> </li><li>Mod 03: <a title="Branding" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-03-Branding" target="_self">Branding</a> </li><li>Mod 04: <a title="Reusable Controls" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-04-Reusable-Controls" target="_self">Reusable Controls</a> </li><li>Mod 05: <a title="Advanced Contracts Part 1" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-05-Advanced-Contracts-Part-1" target="_self">Advanced Contracts Part 1</a> </li><li>Mod 06: <a title="Advanced Contracts Part 2" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-06-Advanced-Contracts-Part-2" target="_self">Advanced Contracts Part 2</a> </li><li>Mod 07: <a title="Media" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-07-Media" target="_self">Media</a> </li><li>Mod 08: <a title="Advanced Features" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-using-C-08-Advanced-Features" target="_self">Advanced Features</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:42ea2ddccaa24009bbe3a1cb0002064e">]]></description>
      <comments>http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-using-C-/Advanced-Windows-Store-App-Development-using-C-01-Animations</comments>
      <itunes:summary>In this module Jerry and Daren cover the details on animations and transitions. They go into details on what to expect with transforms and the advantage of using Windows Runtime animation library. [06:53] - Transforms [11:12] - Animations [38:28] - Animation library Full course outline: Mod 01: Animations Mod 02: Responsive Design Mod 03: Branding Mod 04: Reusable Controls Mod 05: Advanced Contracts Part 1 Mod 06: Advanced Contracts Part 2 Mod 07: Media Mod 08: Advanced Features </itunes:summary>
      <itunes:duration>2806</itunes:duration>
      <link>http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-using-C-/Advanced-Windows-Store-App-Development-using-C-01-Animations</link>
      <pubDate>Tue, 28 May 2013 22:54:52 GMT</pubDate>
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  <item>
      <title>Windows 8 UX Design: (10) Animation</title>
      <description><![CDATA[<p>Add beauty, energy, motion and personality to your Apps. This module focuses on how to enhance the user experience via animation.</p><p>Full course outline:</p><ul><li>Mod 01: <a title="The Microsoft Design Language" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-01-The-Microsoft-Design-Language" target="_self">The Microsoft Design Language</a> </li><li>Mod 02: <a title="Less is More" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-02-Less-is-More" target="_self">Less is More</a> </li><li>Mod 03: <a title="Navigation" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-03-Navigation" target="_self">Navigation</a> </li><li>Mod 04: <a title="Layout" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-04-Layout" target="_self">Layout</a> </li><li>Mod 05: <a title="UI Elements" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-05-UI-Elements" target="_self">UI Elements</a> </li><li>Mod 06: <a title="Snap and Scale Beautifully" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-06-Snap-and-Scale-Beautifully" target="_self">Snap and Scale Beautifully</a> </li><li>Mod 07: <a title="Charms, Contracts and Extensions" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-07-Charms-Contracts-and-Extensions" target="_self">Charms, Contracts and Extensions</a> </li><li>Mod 08: <a title="Tiles and Notifications" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-08-Tiles-and-Notifications" target="_self">Tiles and Notifications</a> </li><li>Mod 09: <a title="Touch" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-09-Touch" target="_self">Touch</a> </li><li>Mod 10: Animation </li><li>Mod 11: <a title="Accessibility" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-11-Accessibility" target="_self">Accessibility</a> </li><li>Mod 12: <a title="Globalization" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-12-Globalization" target="_self">Globalization</a> </li><li>Mod 13: <a title="The Windows Store" href="http://channel9.msdn.com/posts/Windows-8-UX-Design-13-The-Windows-Store" target="_self">The Windows Store</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:a8c027a737d348168ceba1ad013cb0f9">]]></description>
      <comments>http://channel9.msdn.com/Series/Windows-8-UX-Design-Jump-Start/Windows-8-UX-Design-10-Animation</comments>
      <itunes:summary>Add beauty, energy, motion and personality to your Apps. This module focuses on how to enhance the user experience via animation. Full course outline: Mod 01: The Microsoft Design Language Mod 02: Less is More Mod 03: Navigation Mod 04: Layout Mod 05: UI Elements Mod 06: Snap and Scale Beautifully Mod 07: Charms, Contracts and Extensions Mod 08: Tiles and Notifications Mod 09: Touch Mod 10: Animation Mod 11: Accessibility Mod 12: Globalization Mod 13: The Windows Store </itunes:summary>
      <itunes:duration>1154</itunes:duration>
      <link>http://channel9.msdn.com/Series/Windows-8-UX-Design-Jump-Start/Windows-8-UX-Design-10-Animation</link>
      <pubDate>Tue, 30 Apr 2013 00:05:16 GMT</pubDate>
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      <dc:creator>JeffKoch</dc:creator>
      <itunes:author>JeffKoch</itunes:author>
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      <title>Advanced Windows Store App Development with HTML5: (04) Animations, Custom Controls, and Globalization</title>
      <description><![CDATA[<p>Learn more about the 5 &quot;y&quot;s of good UI responsiveness. This session will review how to facilitate good UI responsiveness for a fast and fluid experience, how to implement animations and transitions, and how to create custom WinJS controls while building in globalization/localization for broader reach.</p><ul><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=02m13s">[02:13]</a> - UI experience with image scaling </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=11m19s">[11:19]</a> - UI experience with promises </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=35m38s">[35:38]</a> - Chaining promises </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=49m00s">[49:00]</a> - Animations and transitions </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=56m23s">[56:23]</a> - Create custom controls </li><li><a href="http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization#time=1h07m52s">[1:07:52]</a> - Globalization and localization </li></ul><p>Full course outline:</p><ul><li>Mod 01: <a title="Background Tasks and Components" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-with-HTML5-01-Background-Tasks-and-Components" target="_self">Background Tasks and Components</a> </li><li>Mod 02: <a title="Hardware and Sensors" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-with-HTML5-02-Hardware-and-Sensors" target="_self">Hardware and Sensors</a> </li><li>Mod 03: <a title="Printing and PlayTo" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-with-HTML5-03-Printing-and-PlayTo" target="_self">Printing and PlayTo</a> </li><li>Mod 04: Animations, Custom Controls, and Globalization </li><li>Mod 05: <a title="Data, Files and Encryption" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-with-HTML5-05-Data-Files-and-Encryption" target="_self">Data, Files and Encryption</a> </li><li>Mod 06: <a title="App Deployment" href="http://channel9.msdn.com/posts/Advanced-Windows-Store-App-Development-with-HTML5-06-App-Deployment" target="_self">App Deployment</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2da9ab7ec797423e8389a178002a3795">]]></description>
      <comments>http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization</comments>
      <itunes:summary>Learn more about the 5 &amp;quot;y&amp;quot;s of good UI responsiveness. This session will review how to facilitate good UI responsiveness for a fast and fluid experience, how to implement animations and transitions, and how to create custom WinJS controls while building in globalization/localization for broader reach. [02:13] - UI experience with image scaling [11:19] - UI experience with promises [35:38] - Chaining promises [49:00] - Animations and transitions [56:23] - Create custom controls [1:07:52] - Globalization and localization Full course outline: Mod 01: Background Tasks and Components Mod 02: Hardware and Sensors Mod 03: Printing and PlayTo Mod 04: Animations, Custom Controls, and Globalization Mod 05: Data, Files and Encryption Mod 06: App Deployment </itunes:summary>
      <itunes:duration>4744</itunes:duration>
      <link>http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization</link>
      <pubDate>Tue, 05 Mar 2013 16:59:18 GMT</pubDate>
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      <dc:creator>JeffKoch</dc:creator>
      <itunes:author>JeffKoch</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Series/Advanced-Windows-Store-App-Development-with-HTML5-Jump-Start/Advanced-Windows-Store-App-Development-with-HTML5-04-Animations-Custom-Controls-and-Globalization/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Controls</category>
      <category>Globalization</category>
      <category>HTML5</category>
      <category>Windows 8</category>
      <category>Windows Store App</category>
    </item>
  <item>
      <title>Microsoft DevRadio: Developing for Windows 8 in 1/2 the Time (Part 11) Animations</title>
      <description><![CDATA[<p><strong>Abstract:</strong> <a href="http://aka.ms/MyGreatIdea" target="_blank"><img title="win8genapp30" src="http://www.palermo4.com/image.axd?picture=win8genapp30_thumb.jpg" alt="win8genapp30" width="214" height="97" align="right" border="0"></a>&nbsp;&nbsp; <br><a href="http://www.microsoft.com/click/services/Redirect2.ashx?CR_CC=200117941">Michael Palermo</a> is back for this episode and in today’s show he shows us how to implement CSS3 Animations into our <a href="http://aka.ms/MyGreatIdea" target="_blank">Windows 8</a> apps.</p><p><strong>Next Steps:</strong> <br><strong>Step #1 –</strong> <a href="http://www.microsoft.com/click/services/Redirect2.ashx?CR_CC=200113720">Download the Tools for Windows 8 App Development</a> <br><strong>Step #2 –</strong> <a href="http://www.microsoft.com/click/services/Redirect2.ashx?CR_CC=200113721">Download Visual Studio Express for Windows 8</a> <br><strong>Step #3 –</strong> <a href="http://aka.ms/MyGreatIdea">Start building your own Apps for Windows 8</a></p><p><a href="http://channel9.msdn.com/Blogs/DevRadio/feed/mp3"><img src="http://blogs.msdn.com/resized-image.ashx/__size/28x0/__key/communityserver-components-userfiles/00-00-33-52-95-Attached&#43;Files/1512.itunes.png" alt="" width="15" height="15"></a> Subscribe to our podcast via <a href="http://itunes.apple.com/us/podcast/devradio-mp4-channel-9/id544163838">iTunes</a>, <a href="http://social.zune.net/podcast/DevRadio-(Video)-Channel-9/9c81fe03-fee0-4902-b2cc-61339d607af6">Zune</a>, or <a href="http://channel9.msdn.com/Blogs/DevRadio/feed/mp4">RSS</a></p><p><strong>If you're interested in learning more about the products or solutions discussed in this episode, click on any of the below links for free, in-depth information:</strong></p><p><strong>Websites:</strong></p><ul><li><a href="http://msdn.microsoft.com/library/windows/apps/br211386">Getting started with Windows 8 Apps</a> </li><li><a href="http://msdn.microsoft.com/library/windows/apps/br230836">How to Sell Your Apps and Make Money in the Windows Store</a> </li><li><a href="http://www.msdnevents.com/">Attend a Windows 8 Developer Camp and Hackathon in your area!</a> </li></ul><p><strong>Blogs &amp; Articles:</strong></p><ul><li><a href="http://www.microsoft.com/click/services/Redirect2.ashx?CR_CC=200117941">Michael Palermo’s Blog</a> </li></ul><p><strong>Videos:</strong></p><ul><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-time-Part1-Getting-Started">(Part 1) Getting Started</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-2-Using-a-Blank-Template">(Part 2) Using a Blank Template</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-3-Adding-HTML5-Content">(Part 3) Adding HTML5 Content</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-4-Simple-Styling-Techniques">(Part 4) Simple Styling Techniques</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-5-Adding-Behaviors-using-JavaScript">(Part 5) Adding Behaviors using JavaScript</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-6-When-does-an-Application-Start">(Part 6) When does an Application Start?</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-7-How-to-Brand-your-App">(Part 7) How to Brand Your App</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-8-Using-Media-Queries-to-Manage-Your" target="_blank">(Part 8) Using Media Queries to Manage Your Layouts</a> </li><li><a href="http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-9-How-to-Develop-for-Various-Device-" target="_blank">(Part 9) How to Develop for Various Device Features</a> </li></ul><p><strong>Virtual Labs:</strong></p><ul><li><a href="http://msdn.microsoft.com/en-us/jj206431">Windows 8 Release Preview Virtual Labs</a> </li></ul> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:a792b0260e334faa9a43a0ec00e6724a">]]></description>
      <comments>http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-11-Animations</comments>
      <itunes:summary>Abstract: &amp;nbsp;&amp;nbsp; Michael Palermo is back for this episode and in today’s show he shows us how to implement CSS3 Animations into our Windows 8 apps. Next Steps: Step #1 – Download the Tools for Windows 8 App Development Step #2 – Download Visual Studio Express for Windows 8 Step #3 – Start building your own Apps for Windows 8  Subscribe to our podcast via iTunes, Zune, or RSS If you&#39;re interested in learning more about the products or solutions discussed in this episode, click on any of the below links for free, in-depth information: Websites: Getting started with Windows 8 Apps How to Sell Your Apps and Make Money in the Windows Store Attend a Windows 8 Developer Camp and Hackathon in your area! Blogs &amp;amp; Articles: Michael Palermo’s Blog Videos: (Part 1) Getting Started (Part 2) Using a Blank Template (Part 3) Adding HTML5 Content (Part 4) Simple Styling Techniques (Part 5) Adding Behaviors using JavaScript (Part 6) When does an Application Start? (Part 7) How to Brand Your App (Part 8) Using Media Queries to Manage Your Layouts (Part 9) How to Develop for Various Device Features Virtual Labs: Windows 8 Release Preview Virtual Labs </itunes:summary>
      <itunes:duration>233</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-11-Animations</link>
      <pubDate>Tue, 30 Oct 2012 11:00:06 GMT</pubDate>
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      <dc:creator>Michael Palermo, DevRadio, ChrisCaldwell</dc:creator>
      <itunes:author>Michael Palermo, DevRadio, ChrisCaldwell</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/DevRadio/Microsoft-DevRadio-Developing-for-Windows-8-in-12-the-Time-Part-11-Animations/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>CSS 3</category>
      <category>Tips</category>
      <category>Tips tricks</category>
      <category>Windows 8</category>
      <category>Windows Store App</category>
      <category>WindowsContent</category>
    </item>
  <item>
      <title>Fast and fluid animation sample</title>
      <description><![CDATA[<p>This video show a fast and fluid animation sample for a&nbsp;Windows Store&nbsp;app.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:98cdbbe4101a446aae34a043012beaf3">]]></description>
      <comments>http://channel9.msdn.com/posts/Fast-and-fluid-animation-sample</comments>
      <itunes:summary>This video show a fast and fluid animation sample for a&amp;nbsp;Windows Store&amp;nbsp;app. </itunes:summary>
      <itunes:duration>7</itunes:duration>
      <link>http://channel9.msdn.com/posts/Fast-and-fluid-animation-sample</link>
      <pubDate>Wed, 15 Aug 2012 22:35:27 GMT</pubDate>
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      <dc:creator>Roxanne Beaver</dc:creator>
      <itunes:author>Roxanne Beaver</itunes:author>
      <slash:comments>1</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/posts/Fast-and-fluid-animation-sample/rss</wfw:commentRss>
      <category>Animation</category>
      <category>FAST</category>
      <category>Apps</category>
    </item>
  <item>
      <title>TechFest 2012: 3D Facial Animation</title>
      <description><![CDATA[<p>TechFest is one of my favorite conferences each year because we get a little insight into what the powerful mids at Microsoft Research are working on. In this demo, you'll see what the future of 3D facial animation holds and how we can get from our current state to a near perfect simulation all created digitally. Watch out James Cameron!</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:f6a3b88b984a4de99bf7a00c01812b31">]]></description>
      <comments>http://channel9.msdn.com/posts/TechFest-2012-3D-Facial-Animation</comments>
      <itunes:summary>TechFest is one of my favorite conferences each year because we get a little insight into what the powerful mids at Microsoft Research are working on. In this demo, you&#39;ll see what the future of 3D facial animation holds and how we can get from our current state to a near perfect simulation all created digitally. Watch out James Cameron! </itunes:summary>
      <itunes:duration>296</itunes:duration>
      <link>http://channel9.msdn.com/posts/TechFest-2012-3D-Facial-Animation</link>
      <pubDate>Thu, 08 Mar 2012 04:41:50 GMT</pubDate>
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      <dc:creator>Laura Foy</dc:creator>
      <itunes:author>Laura Foy</itunes:author>
      <slash:comments>3</slash:comments>
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      <category>Animation</category>
    </item>
  <item>
      <title>Netduino Controlled LED Cube</title>
      <description><![CDATA[<p>Commercial LED cubes have been around for a while now and can be quite large and capable of some <a href="http://www.seekway.com.cn/e/3d/h32/detail.htm">interesting displays</a>. This project is on a smaller scale and goes through the steps required to build a Netduino Mini-controlled 512 LED cube (8 x 8 x 8).</p><p>Clearly, the Mini does not have 512 pins and so we use <a href="http://en.wikipedia.org/wiki/Persistence_of_vision">Persistence of Vision</a> to control the LEDs in the cube. The result is that seven pins on the Netduino Mini can control 512 LEDs.</p><p>At the end of this article you should be able to create a cube capable of the following:</p><p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/FdpeC0GSRkM&hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/FdpeC0GSRkM&hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p><h3>Bill of Materials</h3><table class="MsoTableLightShadingAccent1" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="308"><p class="MsoNormal"><span>Description</span></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>Quantity</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>LEDs (I chose blue)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>512</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>74HC595 Shift Registers</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>8</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>74HC238 3 to 8 line decoder</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>1</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>Netduino Mini</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>1</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>16 Pin DIL Socket (0.3&quot;)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>9</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>24 Pin DIL Socket (0.6&quot;)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>1</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>TIP122 NPN Transistor</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>8</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>100nF Ceramic Capacitor</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>10</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>2.2K Resistor</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>8</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>68 Ohm 0.25W Resistor (you may need to change these depending upon the LED you choose)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>64</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>8 Way Single Row Socket</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>9</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>36 Way Header Strip (Straight)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>3</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>2 Way Single Row Socket</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>2</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>2 Way PCB Mount Terminal Connector</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>1</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>8 Way Cable (ribbon or alarm)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>2.5m</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>Wire</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>Miscellaneous</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>Pad board 160 x 115 Hole</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>1</span></p></td></tr><tr><td valign="top" width="308"><p class="MsoNormal"><strong><span>Hex PCB spacer and screw (M3 threaded)</span></strong></p></td><td valign="top" width="143"><p class="MsoNormal" align="center"><span>4</span></p></td></tr></tbody></table><p><strong></strong>&nbsp;</p><p><strong>The following items are also required:</strong></p><ul><li>5V Power capable of delivering 2A </li><li>Solder (I used about 15 metres over the life of this project). </li><li>One 30cm x 30cm piece of wood </li><li>Drill and wood drill bits (4mm – 5mm) </li><li>Some cardboard and tape </li><li>A fair amount of patience </li><li>Good attention to detail </li></ul><p>You may need to shop around for the LEDs. I went to my preferred supplier and was quoted 18.5 pence each. By going on eBay I managed to negotiate the price down to 2.5 pence each including delivery. You are buying in bulk so don’t be afraid to ask for a good bulk price. Also, buy a few more than you need in case you have a faulty part or break a few.</p><h3>Building the Cube</h3><p>This is probably the most time consuming part of the project requiring a lot of patience and testing. The aim of the project is to convert these 512 blue LEDs:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B2%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb.png" alt="image" width="602" height="449" border="0"></a></p><p>Into this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B5%5D-3.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B1%5D-1.png" alt="image" width="602" height="615" border="0"></a></p><h4>Shaping the LEDs</h4><p>The exact dimensions of the cube depend upon the length of the legs on the LEDs. The legs are soldered together with the cathodes of the LEDs forming a horizontal plane and the anodes vertically connecting the layers. Each of the layers are configured into a common cathode display.</p><p>Take one of the LEDs and bend the cathode at a point as close to the body of the LED as possible. The cathode should be at 90 degrees to the anode and parallel to the flat base of the LED. This allows the horizontal legs to be soldered together to form the common cathode.</p><p>Shaping the anode is a little more difficult. The anodes connect the horizontal layers and so need to be shaped to ensure that each LED in the layer is directly above the corresponding LED in the layer below. Otherwise, each layer will be slightly offset from the one beneath it.</p><p>To achieve this, bend the anode in the opposite direction as described for the cathode. Then, still working with the anode, start about 2mm along the leg. Finally, bend the top 2-3mm through and fashion an angle at 90 degrees pointing back to the LED body. The end result should look like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B8%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B2%5D-3.png" alt="image" width="624" height="526" border="0"></a></p><p>The horizontal leg is the cathode and the vertical leg is the anode. When these are connected it should look like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B11%5D-1.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B3%5D-4.png" alt="image" width="520" height="864" border="0"></a><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B14%5D-1.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B4%5D-1.png" alt="image" width="248" height="864" border="0"></a></p><p>Notice how the shaped anode allows the LEDs to be placed above each other.</p><p>Now repeat this process for the remaining 511 LEDs.</p><h4>Building a Layer</h4><p>Our next task is to connect the LEDs together. This is best achieved by using a template for the individual layers. Use a piece of wood with a grid of holes drilled into it as the template.</p><p>Measure the distance from the center of the now horizontal cathode to the end of the leg and subtract about 2mm. This will tell you how far apart the LEDs are in the horizontal plane. The 2mm will be used to overlap with the neighboring LED and will connect the cathodes. Now drill an 8 x 8grid of holes, each of which are distance of your choosing apart.&nbsp; Here they are 20mm apart.</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B17%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B5%5D.png" alt="image" width="381" height="380" border="0"></a></p><p>The holes need to be large enough to hold the LEDs securely but should not be so small that the LEDs are wedged into the hole and difficult to remove.</p><p>Take eight of the LEDs and place them along the top row with the cathodes all pointing to either the right or the left. If all are pointing to the right, the cathodes of seven LEDs will overlap slightly with the next LED to the right. The rightmost cathode will go off into space. Solder the cathodes together.</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B20%5D-1.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B6%5D-2.png" alt="image" width="624" height="84" border="0"></a></p><p>Now let’s add the remaining LEDs in the layer. I started on the left because I hold the soldering iron in my right hand. Take another seven LEDs and place these under the top row and down the far left column. The cathode of each first LED should overlap the cathode of the LED in the top layer. Solder these together.</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B23%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B7%5D-1.png" alt="image" width="624" height="394" border="0"></a></p><p>Repeat with the remaining columns. At this point, you should have a horizontal row of LEDs connected together with eight strings of seven LEDs hanging from it. Eventually you should have something looking like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B26%5D-1.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B8%5D-4.png" alt="image" width="624" height="468" border="0"></a></p><p>Now test the layer using a power supply and current limiting resistor. A 5V supply and a 68 Ohm resistor are adequate. Ground the cathode of the LED pointing off into space. Now touch each leg of the LEDs in turn with the positive output of the supply (through the current limiting resistor, of course). Each LED should light up and as you touch the anode.</p><p>One final bit of soldering is needed to add a stiffening wire to the layer. Cut and strip a piece of wire. The wire should be long enough to cross the entire layer. Place the stripped wire on the cathodes of the LEDs at the bottom of the string and solder it on to each.</p><p>At this point you will have one complete layer. Remove the layer from the template. This should be done carefully so that you do not put too much stress on the joints. Gently lifting it up with a screwdriver should help. Don’t hurry. Put this layer to one side and repeat another seven times.</p><h4>Connecting the Layers - The Cube Appears</h4><p>Now that all of the layers are built, test them again. This repeated test may save you future pain. Just imagine how difficult it will be to fix a bad joint in the middle of the cube. Check that the LEDs are still connected and none of the joints were broken when layers were removed from the template.</p><p>Now drop one of the layers back into the template. What we now need to do is to place a second layer on top of the first so that the anodes of the layer in the template touch the anodes of the LEDs in the upper layer. Once in place, we need to solder the anodes together, and so need a way of supporting the top layer whilst connecting the LEDs. A strip of cardboard can accomplish this. Cut the cardboard into strips (making sure the cardboard is the height needed to support the layer) and bind the strips together with tape. Two of these strips should be enough to support the layer. Here’s how it looked when several layers had already been connected:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B29%5D-1.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B9%5D.png" alt="image" width="624" height="631" border="0"></a></p><p>Now that you have the layer supported, solder the anode of each LED in the top layer to the anode of the corresponding LED in the layer directly beneath it. Once this has been done, test each LED. Connect the cathode of the bottom layer to ground and touch each of the legs on the top layer in turn with the positive supply (going through the current limiting resistor). The LED on the bottom layer should light up. Repeat for each LED in the layer. Move the cathode to the top layer and repeat the test—this time the LED on the top layer should light. Again, repeat for each LED in the layer.</p><p>Now add the remaining layers. Just for safety, test every layer in the cube as it is built up. This repeated testing sounds like a big pain, but trust me it's worth it. At this point you will have a cube of LEDs looking something like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B32%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B10%5D-3.png" alt="image" width="624" height="650" border="0"></a></p><p>Now trim the cathodes that are still flying off into space.</p><h3>Building the Controller Board</h3><p>The controller board will allow any of the 512 LEDs in the cube to be turned on by a Netduino Mini using only seven pins.</p><h4>Persistence of Vision</h4><p>Connecting the anode to a positive supply while grounding the layer in which the LED is located can turn on any LED. You can also do this with more than one LED in a layer, and so within a layer can turn on 0 to 64 LEDs. To light the entire cube, we need to switch on each layer in turn while doing so fast enough to give the impression of static image. This is where the principle of <a href="http://en.wikipedia.org/wiki/Persistence_of_vision">Persistence of Vision</a> comes into play.</p><p>The basic algorithm is as follows:</p><ul><li><em>Layer</em> = 0 </li><li>Repeat <ul><li>Connect the anodes of the desired LEDs in <em>Layer</em> to positive supply </li><li>Connect <em>Layer</em> to ground (this turns the layer on) </li></ul></li><li>Move to next <em>Layer</em> </li></ul><p>If we do this fast enough, the human eye will see a single image as when watching TV or a movie.</p><p>Our basic building blocks for the controller are as follows:</p><ul><li>Microcontroller (a Netduino Mini) to run the whole show </li><li>Hardware to select the layer to be turned on (74HC238 and TIP122 transistors) </li><li>Hardware to turn on the LEDs (Shift registers) </li></ul><h4>Shift Registers</h4><p>The shift registers determine which LEDs are turned on. The board has a series of eight cascaded 74HC595 registers. This allows us to control 64 LEDs (8 chips x 8 outputs). The following schematic shows how two of these registers should be wired together:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B38%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B12%5D-2.png" alt="image" width="624" height="498" border="0"></a></p><p>The above should be repeated until you have eight shift registers cascaded.</p><p>The output from the register is 5V and will give more than enough power to burn out an LED, so we need to put a <a href="http://en.wikipedia.org/wiki/LED_circuit">current limiting resistor</a> in the circuit. A 68 Ohm resistor is required for the LEDs in this project—make sure you verify the value you choose against the LEDs used.</p><p>Putting this together gives the following layout:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B41%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B13%5D.png" alt="image" width="624" height="373" border="0"></a></p><p>Each socket holds a 74HC595 shift register. The connections are identical for each register with the data cascaded into the next register. So if we look at the bottom left socket you will see the following:</p><ul><li>Below the socket there is a connector that allows the output to be connected to the LEDs in the cube. </li><li>Above the connector are the resistors that limit the current flowing through the LEDs. </li><li>The socket above that will hold the 74HC595 shift register. </li><li>To the left of the socket is a 100nF capacitor. This smooths out the power supplied to the shift register and is connected between the power input and ground and placed as close to the IC as possible. </li></ul><p>The following colors have been used:</p><ul><li>Red = Power </li><li>Blue = SPI and cascaded data </li><li>Yellow = RCK </li><li>White = SPI clock </li></ul><p>Note that the connectors and current limiting resistor are slightly offset as output 0 is on pin 15 and this is routed on the underside of the board. The remaining connections are a direct one to one path from the pin to the resistor/connector.</p><p>The microcontroller uses the <a href="http://en.wikipedia.org/wiki/Serial_Peripheral_Interface_Bus">Serial Peripheral Interface</a> (SPI) bus to tell the shift registers which LED to turn on. The data from the registers is cascaded and so we can store 64 bits of information (1 bit for each LED in a layer). With logic 1 turning a particular LED on and 0 turns the LED off.</p><h4>Layer Switching</h4><p>The layer switching logic allows the controller to connect any one of the layers to ground (using a common cathode). Coupling this with the LED selection logic above allows us to turn on any one of the LEDs in the cube. This is achieved by using a transistor as a switch. The TIP122 was selected because it is capable of sinking 2A. This may seem like a lot considering the 25mA for each LED, but remember that we potentially have 64 LEDs being turned on at once. This means we may be drawing 1.6A of current. If you use a different LED, you will need to verify that the shift registers, power supply, and the transistor are capable of dealing with the amount of power you will be drawing.</p><p>The schematic for the layer switching looks like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B44%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B14%5D-2.png" alt="image" width="624" height="468" border="0"></a></p><p>The 74HC238 has three input signals. These represent a binary number 0-7. The chip converts this number into eight output lines. 0 turns on line 0, 1 turns on line 1 etc. The output from each line (0 through 7) is then fed in the base of a TIP122 transistor. This turns on the appropriate layer by connecting the layer through to ground.</p><p>One line for the Netduino Mini controls enable line on the 72HC238 chip. This allows us to turn all of the outputs off whilst a new value is being loaded into the chip. This line is used to make sure that the transitions between the states are “invisible.” Without this there is the chance that the viewer may see a flickering effect when new values are loaded into both the 74HC595s and the 74HC238.</p><h4>The Completed Controller Board</h4><p>The completed controller board looks something like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B47%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B15%5D.png" alt="image" width="624" height="491" border="0"></a></p><p>Note that there are a pair of connectors to the top right and bottom left of the Netduino Mini. The pair at the top right breakout the COM1 port. The two at the bottom left allow grounding of an FTDI lead (connected to the controller board) and also one socket that is not connected. This allows the 5V lead on the FTDI connector to have a place to live and not be in danger of touching something it shouldn’t.</p><p>And on the underside:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B50%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B16%5D.png" alt="image" width="624" height="444" border="0"></a></p><h4>Connecting the Cube and Controller</h4><p>The final task (from a hardware point of view) is to connect the cube to the controller board. I tried both ribbon cable and alarm cable. The alarm cable was a little more difficult to connect but was flexible. The ribbon cable was easier to work with but was not as flexible. The principle is the same whichever you chose.</p><p>Place the cube on a flat surface (the anodes touching the surface) with one face of the cube facing you. The connections should be made so that the lower back left corner is co-ordinate (0, 0, 0). The co-ordinates increase moving to the right, towards you and up. So looking at the controller board above, shift register 0 connects to the LEDs farthest away from you with output 0 from the register connecting to the LED to the far left. Cut and make the 8 cables according to this pattern varying the lengths to suit the location of the controller board with respect to the cube. Each cable will need a single eight-way socket on one end with the other end connected to the appropriate LED.</p><p>The layer selection logic should be connected using a similar cable. Each layer should be connected to a TIP122 with layer 0 being the bottom layer.</p><p>The cube will then look like this:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B53%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B17%5D-1.png" alt="image" width="624" height="587" border="0"></a></p><p>Connecting it up to the controller:</p><p><a href="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image%5B56%5D.png"><img title="image" src="http://files.channel9.msdn.com/wlwimages/1932b237046e4743a4e79e6800c0220f/image_thumb%5B18%5D.png" alt="image" width="624" height="346" border="0"></a></p><p>I found it easier to be consistent and wire each plug and LED identically, and so all of the connections above have a black wire to the right of the connector. It helps with connecting things up later.</p><p>If we have everything connected then we only need one more thing...</p><h3>Software</h3><p>The software running the cube needs to perform two main tasks:</p><ul><li>Work out which LEDs are turned on </li><li>Run the display (cube) </li></ul><p>These two tasks need to be performed at the same time (or so fast that they appear to run at the same time). Luckily the .NET Micro Framework has a built in mechanism to allow us to do this—threading. Threading allows us to do this by running two tasks interleaved. So task 1 will run for a while, the system will then switch and run task 2 for a while, then back to task 1 and so on.</p><p>To do this, the software is split into two parts, the main program that decides what to display and a separate class that runs the display.</p><h4>LEDCube Class</h4><p>This class has only one purpose in life, to output data to the controller board and so “run” the display. It is a relatively simple class containing the following methods:</p><ul><li>Constructor </li><li>Buffer update method </li><li>Display Buffer method </li></ul><p>The constructor sets everything up by instantiating an instance of the SPI class and setting the buffer (which contains the data to be displayed) to be empty, effectively clearing the cube:</p><p><pre class="brush: csharp">public LEDCube()
{
    config = new SPI.Configuration(SPI_mod: SPI.SPI_module.SPI1,
                                   ChipSelect_Port: Pins.GPIO_PIN_20,
                                   ChipSelect_ActiveState: false,
                                   ChipSelect_SetupTime: 0,
                                   ChipSelect_HoldTime: 0,
                                   Clock_IdleState: true,
                                   Clock_Edge: true,
                                   Clock_RateKHz: 100);    spi = new SPI(config);
    buffer = new byte[64];
    for (int index = 0; index &lt; buffer.Length; index&#43;&#43;)
    {
        buffer[index] = 0;
    }
}</pre></p><p>The buffer is 64 bytes of data, 8 rows of 8 bytes. Each byte corresponds to a vertical layer in the cube.</p><p>The UpdateBuffer method allows the calling program to change what is displayed in the cube. A little control is needed here to ensure that the pattern displayed in the cube is consistent, and so locking is used to ensure that the buffer cannot be updated part way through a display cycle:</p><p><pre class="brush: csharp">public void UpdateBuffer(byte[] newValues)
{
    lock (buffer)
    {
        for (int index = 0; index &lt; buffer.Length; index&#43;&#43;)
        {
            buffer[index] = newValues[index];
        }
    }
} </pre></p><p>The final method in this class is the method spawned off into it’s own thread:</p><p><pre class="brush: csharp">public void DisplayBuffer()
{
    while (true)
    {
        lock (buffer)
        {
            byte[] displayData = new byte[8];            for (int row = 0; row &lt; 8; row&#43;&#43;)
            {
                int offset = row * 8;                for (int index = 0; index &lt; 8; index&#43;&#43;)
                {
                    displayData[index] = buffer[offset &#43; index];
                }                enable.Write(true);
                bit0.Write((row &amp; 1) != 0);
                bit1.Write((row &amp; 2) != 0);
                bit2.Write((row &amp; 4) != 0);
                spi.Write(displayData);
                enable.Write(false);
            }
        }
    }
}</pre></p><p>This method again uses the lock statement to lock the buffer. This means we cannot update the buffer until a full cube of data has been displayed. The method takes a block of eight bytes representing a layer and then writes this to the shift registers using SPI. Note that the spi.Write is embedded in the write to the enable line. This ensures that all of the layers are turned off whilst we are updating the shift registers.</p><p>Wrapping all of this in the LEDCube class means that we now have a very simple class where we can spawn the DislpayBuffer method into its own thread.</p><h4>Main Program</h4><p>The main program sets the cube up and then controls what is actually shown in the cube. The first thing we need to do is to set up a buffer to store the cube display and then spawn off the DisplayBuffer into its own thread.</p><p><pre class="brush: csharp">private static LEDCube cube = new LEDCube();
private static byte[] newFrame = new byte[64];
ClearCube();
Cube.UpdateBuffer(newFrame);
Thread display = new Thread(new ThreadStart(cube.DisplayBuffer));
display.Start(); </pre></p><p>The ClearCube method is trivial and simply sets all of the bytes in newFrame to zero. At this point we have a cube with a whole lot of nothing going on. The next thing we need to do is to add some effects.</p><h4>Making it Rain</h4><p>Now that we have the mechanism to control the cube, we simply need to work out what we want to display. The rain effect in the opening video illustrates the majority of the techniques used to control the cube.</p><p>The rain algorithm is as follows:</p><ul><li>Set up the cube with a number of rain drops </li><li>Repeat <ul><li>Count the drops in the bottom layer </li><li>Move drops down one layer </li><li>Add the number of drops that have disappeared back into the top layer </li></ul></li></ul><p>To do this we will create two methods:</p><ul><li>AddDrops </li><li>Rain </li></ul><p><pre class="brush: csharp">private static void AddDrops(int count, int plane = -1)
{
    for (int drops = 0; drops &lt; count; drops&#43;&#43;)
    {
        bool findingSpace = true;
        while (findingSpace)
        {
            int x = rand.Next() % 8;
            int y = rand.Next() % 8;
            int z;            if (plane == -1)
            {
                z = rand.Next() % 8;
            }
            else
            {
                z = plane;
            }            int position = (z * 8) &#43; y;
            byte value = (byte) ((1 &lt;&lt; x) &amp; 0xff);
            if ((newFrame[position] &amp; value) == 0)
            {
                newFrame[position] |= value;
                findingSpace = false;
            }
        }
    }
}</pre></p><p>AddDrops simply adds a specified number of rain drops to the buffer. It also makes sure that if asked for 10 it will always add 10 by checking to see if one exists in the location it wanted to use (check out the findingSpace variable):</p><p><pre class="brush: csharp">private static void Rain(int noDrops, int cycles)
{
    ClearCube();
    AddDrops(noDrops);
    cube.UpdateBuffer(newFrame);
    for (int currentCycle = 0; currentCycle &lt; cycles; currentCycle&#43;&#43;)
    {
        int bitCount = 0;
        for (int plane = 0; plane &lt; 8; plane&#43;&#43;)
        {
            byte value = 1;
            for (int bit = 0; bit &lt; 8; bit&#43;&#43;)
            {
                if ((newFrame[56 &#43; plane] &amp; value) &gt; 0)
                {
                    bitCount&#43;&#43;;
                }
                value &lt;&lt;= 1;
            }
        }
        for (int plane = 7; plane &gt; 0; plane--)
        {
            for (int currentByte = 0; currentByte &lt; 8; currentByte&#43;&#43;)
            {
                newFrame[(plane * 8) &#43; currentByte] = newFrame[((plane - 1) * 8) &#43; currentByte];
            }
        }
        for (int b = 0; b &lt; 8; b&#43;&#43;)
        {
            newFrame[b] = 0;
        }
        AddDrops(bitCount, 0);
        cube.UpdateBuffer(newFrame);
        Thread.Sleep(75);
    }
}</pre></p><p>Rain adds the specified number of drops to the newFrame, shows the drops, and then moves them all down by one horizontal plane. Before doing this, it counts how many drops are going to fall out of the cube (the number in the bottom horizontal plane). After all the drops have moved down one plane it adds the drops which have disappeared out of the bottom of the cube back in at the top in random positions.</p><p>We can display this by adding the following to the main program:</p><p><pre class="brush: csharp">while (true)
{
    Rain(10, 60000);
} </pre></p><p>Full source code at <a href="http://netduinoledcontrol.codeplex.com/">http://netduinoledcontrol.codeplex.com/</a>.</p><p>If you add your own effects, remember to consider the rating of the equipment and parts used. Turning on a full horizontal layer consumes 1.6A for the LEDs alone. Things can get warm/hot if every LED in the cube is turned on at the same time so avoid such effects.</p><h3>Conclusion</h3><p>When I started out on this project I was not sure how fast the Netduino Mini could control the cube. It has proven that it is up to the task of keeping the display running whilst also being able to work on the upcoming “frame.” If you have gone this far and built a cube then how about expanding it:</p><ul><li>Add some filters and a microphone and make the display respond to its environment </li><li>Connect the cube to a PC using Bluetooth </li><li>Add an MP3 player module and write software to synchronise the display to the music </li></ul><p>Where will you take it?</p><h3>About The Author</h3><p>Mark Stevens is a software engineer and self-confessed technology addict. Mark started in the computer industry in the 1980s and at the age of 16 wrote a disk operating system for a then state of the art 8-bit microprocessor (despite the fact the machine already had one). He did it for fun and has been hooked on IT ever since then. Mark currently writes line of business applications for Win32, ASP.NET, and Silverlight platforms. He has recently taken up microelectronics as a hobby and has since discovered that his wife does not like the smell of solder. Marks’ current exploits, thoughts, and contact information can be found on his <a href="http://blog.mark-stevens.co.uk/">blog</a>.</p><p class="MsoNormal">&nbsp;</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:a6740467db934541858d9f9101670ead">]]></description>
      <comments>http://channel9.msdn.com/coding4fun/articles/Netduino-Controlled-LED-Cube</comments>
      <itunes:summary>Commercial LED cubes have been around for a while now and can be quite large and capable of some interesting displays. This project is on a smaller scale and goes through the steps required to build a Netduino Mini-controlled 512 LED cube (8 x 8 x 8). Clearly, the Mini does not have 512 pins and so we use Persistence of Vision to control the LEDs in the cube. The result is that seven pins on the Netduino Mini can control 512 LEDs. At the end of this article you should be able to create a cube capable of the following:  Bill of MaterialsDescription Quantity LEDs (I chose blue) 512 74HC595 Shift Registers 8 74HC238 3 to 8 line decoder 1 Netduino Mini 1 16 Pin DIL Socket (0.3&amp;quot;) 9 24 Pin DIL Socket (0.6&amp;quot;) 1 TIP122 NPN Transistor 8 100nF Ceramic Capacitor 10 2.2K Resistor 8 68 Ohm 0.25W Resistor (you may need to change these depending upon the LED you choose) 64 8 Way Single Row Socket 9 36 Way Header Strip (Straight) 3 2 Way Single Row Socket 2 2 Way PCB Mount Terminal Connector 1 8 Way Cable (ribbon or alarm) 2.5m Wire Miscellaneous Pad board 160 x 115 Hole 1 Hex PCB spacer and screw (M3 threaded) 4 &amp;nbsp; The following items are also required: 5V Power capable of delivering 2A Solder (I used about 15 metres over the life of this project). One 30cm x 30cm piece of wood Drill and wood drill bits (4mm – 5mm) Some cardboard and tape A fair amount of patience Good attention to detail You may need to shop around for the LEDs. I went to my preferred supplier and was quoted 18.5 pence each. By going on eBay I managed to negotiate the price down to 2.5 pence each including delivery. You are buying in bulk so don’t be afraid to ask for a good bulk price. Also, buy a few more than you need in case you have a faulty part or break a few. Building the CubeThis is probably the most time consuming part of the project requiring a lot of patience and testing. The aim of the project is to convert these 512 blue LEDs:  Into this:  Shaping the LEDsThe exact dimensions of the cub</itunes:summary>
      <link>http://channel9.msdn.com/coding4fun/articles/Netduino-Controlled-LED-Cube</link>
      <pubDate>Mon, 07 Nov 2011 22:50:33 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/coding4fun/articles/Netduino-Controlled-LED-Cube</guid>
      <media:thumbnail url="http://files.channel9.msdn.com/thumbnail/625598b3-50bc-4188-a5a8-4fe5cda94f85.jpg" height="75" width="100"></media:thumbnail>
      <media:thumbnail url="http://files.channel9.msdn.com/thumbnail/e2ba5dbe-b6e5-4fa0-944f-76012370fb20.jpg" height="165" width="220"></media:thumbnail>      
      <dc:creator>Mark Stevens</dc:creator>
      <itunes:author>Mark Stevens</itunes:author>
      <slash:comments>25</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/coding4fun/articles/Netduino-Controlled-LED-Cube/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>LED</category>
      <category>Electronics</category>
      <category>NETMF</category>
    </item>
  <item>
      <title>Silverlight TV 76: Animations on Windows Phone in the Bird Hunt Game</title>
      <description><![CDATA[ <p>Interested in creating a game for Windows Phone using Silverlight? In this episode, Jeff Paries, Silverlight MVP and author of the book <a href="http://www.amazon.com/Foundation-Silverlight-Animation-Jeff-Paries/dp/143022407X">Silverlight Animation</a>, walks through the source for his Bird Hunt game for Windows Phone 7. He&nbsp;offers tips on how to create a game concept and keep your scope manageable while&nbsp;<span>effectively </span>dividing the game aspects into manageable pieces. Jeff covers the game concept, the six objects in the game, the game loop, and the animates/visual states. You can download Bird Hunt now from the Windows Phone marketplace.</p><p>Relevant links:</p><ul><li><a href="http://johnpapa.net/">John's blog</a> and on Twitter (<a href="http://twitter.com/john_papa">@john_papa</a>) </li><li><a href="http://designwithsilverlight.com/">Jeff's blog</a>&nbsp;and on Twitter (<a href="http://twitter.com/JeffParies">@jeffparies</a>) </li><li><a href="http://birdhunt.codeplex.com/">Source code for Bird Hunt on codeplex</a></li></ul><p>Follow us on Twitter <a title="Follow SilverlightTV at Twitter" href="http://www.twitter.com/SilverlightTV">@SilverlightTV</a> or on the web at <a href="http://silverlight.tv/">http://silverlight.tv</a></p><p>&nbsp;</p><p>&nbsp;</p><p>&nbsp;</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:912f7f1585e24043adb39ef4014518d5">]]></description>
      <comments>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-76-Animations-on-Windows-Phone-in-the-Bird-Hunt-Game</comments>
      <itunes:summary> Interested in creating a game for Windows Phone using Silverlight? In this episode, Jeff Paries, Silverlight MVP and author of the book Silverlight Animation, walks through the source for his Bird Hunt game for Windows Phone 7. He&amp;nbsp;offers tips on how to create a game concept and keep your scope manageable while&amp;nbsp;effectively dividing the game aspects into manageable pieces. Jeff covers the game concept, the six objects in the game, the game loop, and the animates/visual states. You can download Bird Hunt now from the Windows Phone marketplace. Relevant links: John&#39;s blog and on Twitter (@john_papa) Jeff&#39;s blog&amp;nbsp;and on Twitter (@jeffparies) Source code for Bird Hunt on codeplexFollow us on Twitter @SilverlightTV or on the web at http://silverlight.tv &amp;nbsp; &amp;nbsp; &amp;nbsp; </itunes:summary>
      <itunes:duration>1100</itunes:duration>
      <link>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-76-Animations-on-Windows-Phone-in-the-Bird-Hunt-Game</link>
      <pubDate>Thu, 09 Jun 2011 16:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-76-Animations-on-Windows-Phone-in-the-Bird-Hunt-Game</guid>
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      <media:group>
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      <dc:creator>John Papa</dc:creator>
      <itunes:author>John Papa</itunes:author>
      <slash:comments>7</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-76-Animations-on-Windows-Phone-in-the-Bird-Hunt-Game/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Silverlight</category>
      <category>Windows Phone</category>
    </item>
  <item>
      <title>Silverlight TV 43: Applying Animations and States to Your Application</title>
      <description><![CDATA[
<p>On this episode, John Stockton demonstrates how to create animations for Silverlight using Storyboards in Expression Blend. He explores the roles that the storyboards, visual states, behaviors, keyframes, transforms, and easings play in animations. This
 is a great demonstration of how to add a realistic and natural feel to animations.&nbsp;</p>
<p>Relevant links: </p>
<ul>
<li><a shape="rect" href="http://johnpapa.net/" shape="rect">John's blog</a>&nbsp;and on Twitter (<a shape="rect" href="http://twitter.com/john_papa" shape="rect">@john_papa</a>)
</li></ul>
<p>Follow us on Twitter&nbsp;<a shape="rect" href="http://www.twitter.com/SilverlightTV" title="Follow SilverlightTV at Twitter" shape="rect">@SilverlightTV</a>&nbsp;or on the web at
<a shape="rect" href="http://silverlight.tv/" shape="rect">http://silverlight.tv/</a>&nbsp;<br /><br /><br /><a shape="rect" href="http://www.amazon.com/gp/product/1449388361?t=johnpanet-20" shape="rect"><img width="120" height="162" width="120" height="162" alt="book" src="http://channel9.msdn.com/Link/a5ca2476-2eb7-4c89-8fe9-212093f65bd8/" border="0"></a>&nbsp;<br /><br />Are you developing with Windows Phone 7?&nbsp;You can pre-order&nbsp;<a shape="rect" href="http://jpapa.me/learnwp7" shape="rect">Learning Windows Phone Programming</a>&nbsp;today, by Jaime Rodriguez, Yochay Kiriaty and John Papa! Or check out
<a shape="rect" href="http://www.learningwindowsphone.com/" shape="rect">the book's web site</a>.</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:a33fd458e76542ed9ec69de90187942b">]]></description>
      <comments>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-43-Applying-Animations-and-States-to-Your-Application</comments>
      <itunes:summary>
On this episode, John Stockton demonstrates how to create animations for Silverlight using Storyboards in Expression Blend. He explores the roles that the storyboards, visual states, behaviors, keyframes, transforms, and easings play in animations. This
 is a great demonstration of how to add a realistic and natural feel to animations.&amp;nbsp; 
Relevant links:  

John&#39;s blog&amp;nbsp;and on Twitter (@john_papa)

Follow us on Twitter&amp;nbsp;@SilverlightTV&amp;nbsp;or on the web at
http://silverlight.tv/&amp;nbsp;&amp;nbsp;Are you developing with Windows Phone 7?&amp;nbsp;You can pre-order&amp;nbsp;Learning Windows Phone Programming&amp;nbsp;today, by Jaime Rodriguez, Yochay Kiriaty and John Papa! Or check out
the book&#39;s web site. 
</itunes:summary>
      <itunes:duration>1686</itunes:duration>
      <link>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-43-Applying-Animations-and-States-to-Your-Application</link>
      <pubDate>Thu, 02 Sep 2010 16:00:00 GMT</pubDate>
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      <dc:creator>John Papa</dc:creator>
      <itunes:author>John Papa</itunes:author>
      <slash:comments>6</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/SilverlightTV/Silverlight-TV-43-Applying-Animations-and-States-to-Your-Application/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Silveright</category>
      <category>Silverlight</category>
      <category>Silverlight 4</category>
      <category>Storyboards</category>
    </item>
  <item>
      <title>Windows Phone Design Days - Animation</title>
      <description><![CDATA[<p>Jeff Arnold, Lead Motion Designer for Windows Phone uncovers the core animations and the principles behind motion on Windows Phone 7. <br><br>This video is part of the <a href="http://blogs.msdn.com/b/jaimer/archive/2010/08/13/windows-phone-design-day-recordings.aspx" shape="rect" target="_blank">Windows Phone Design Days Series</a></p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:8fe520a698a54aa7abdd9de90186fbd8">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Jaime+Rodriguez/Windows-Phone-Design-Days-Animation</comments>
      <itunes:summary>Jeff Arnold, Lead Motion Designer for Windows Phone uncovers the core animations and the principles behind motion on Windows Phone 7. This video is part of the Windows Phone Design Days Series </itunes:summary>
      <itunes:duration>2062</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Jaime+Rodriguez/Windows-Phone-Design-Days-Animation</link>
      <pubDate>Fri, 13 Aug 2010 18:40:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/Jaime+Rodriguez/Windows-Phone-Design-Days-Animation</guid>
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        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/6865/566865/WP7DesignDaysAnimation_ch9.wmv" expression="full" duration="2062" fileSize="97249804" type="video/x-ms-wmv" medium="video"></media:content>
      </media:group>      
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      <dc:creator>Jaime Rodriguez</dc:creator>
      <itunes:author>Jaime Rodriguez</itunes:author>
      <slash:comments>3</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Jaime+Rodriguez/Windows-Phone-Design-Days-Animation/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>DesignDay</category>
      <category>UX</category>
      <category>Windows Phone</category>
      <category>Microsoft Design Style</category>
    </item>
  <item>
      <title>The Cloud Platform Story</title>
      <description><![CDATA[I've been using the evolution of water supply as an analogy for the evolution of computing platforms&nbsp;<a shape="rect" href="http://blogs.msdn.com/b/acoat/archive/2007/09/25/standing-on-the-shoulders-of-giants.aspx" shape="rect">for some time</a> now. As
 part of an internal event this month, we had this&nbsp;animation produced&nbsp;and I thought it was worth sharing.
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:94cd1342bcbe4c6788309dea00a75137">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Acoat/The-Cloud-Platform-Story</comments>
      <itunes:summary>I&#39;ve been using the evolution of water supply as an analogy for the evolution of computing platforms&amp;nbsp;for some time now. As
 part of an internal event this month, we had this&amp;nbsp;animation produced&amp;nbsp;and I thought it was worth sharing.
</itunes:summary>
      <itunes:duration>175</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Acoat/The-Cloud-Platform-Story</link>
      <pubDate>Wed, 28 Jul 2010 01:56:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/Acoat/The-Cloud-Platform-Story</guid>
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        <media:content url="http://ecn.channel9.msdn.com/o9/ch9/3892/563892/PlatformAnalogy_ch9.wmv" expression="full" duration="175" fileSize="38614481" type="video/x-ms-wmv" medium="video"></media:content>
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      </media:group>      
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      <dc:creator>Andrew Coates</dc:creator>
      <itunes:author>Andrew Coates</itunes:author>
      <slash:comments>4</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Acoat/The-Cloud-Platform-Story/RSS</wfw:commentRss>
      <category>Analogy</category>
      <category>Animation</category>
      <category>Cloud</category>
      <category>Cloud Architecture</category>
      <category>Cloud Computing</category>
      <category>Platform</category>
      <category>Story</category>
    </item>
  <item>
      <title>Pete at PDC09: Mike Wolf on Stop Motion with the Silverlight 4 Webcam</title>
      <description><![CDATA[Pete Brown and his lovely assistant <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-5.gif' alt='Wink' />, Tim Heuer, interview Mike Wolf from Cynergy Systems at PDC09. Mike has built a Silverlight 4 demo application that uses the new webcam feature, and a png sequencer of his own design, to create stop-motion animation.<br>
<br>
<a href="http://www.cynergysystems.com/blogs/page/michaelwolf">Mike's Blog</a><br>
<a href="http://timheuer.com/blog/">Tim's Blog</a><br>
<a href="http://www.irritatedvowel.com/blog">Pete's Blog</a>&nbsp;  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:502af16de3164f049c969deb0035b8ab">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Psychlist1972/Pete-at-PDC09-Mike-Wolf-on-Stop-Motion-with-the-Silverlight-4-Webcam</comments>
      <itunes:summary>Pete Brown and his lovely assistant , Tim Heuer, interview Mike Wolf from Cynergy Systems at PDC09. Mike has built a Silverlight 4 demo application that uses the new webcam feature, and a png sequencer of his own design, to create stop-motion animation.

Mike&#39;s Blog
Tim&#39;s Blog
Pete&#39;s Blog&amp;nbsp; </itunes:summary>
      <itunes:duration>407</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Psychlist1972/Pete-at-PDC09-Mike-Wolf-on-Stop-Motion-with-the-Silverlight-4-Webcam</link>
      <pubDate>Thu, 17 Dec 2009 22:15:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/Psychlist1972/Pete-at-PDC09-Mike-Wolf-on-Stop-Motion-with-the-Silverlight-4-Webcam</guid>
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      <dc:creator>Pete Brown</dc:creator>
      <itunes:author>Pete Brown</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Psychlist1972/Pete-at-PDC09-Mike-Wolf-on-Stop-Motion-with-the-Silverlight-4-Webcam/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>PDC09</category>
      <category>PDC 2009</category>
      <category>Silverlight 4</category>
      <category>WebCam</category>
    </item>
  <item>
      <title>Expert to Expert: Inside Bling - A C#-based library to simplify WPF programming</title>
      <description><![CDATA[<a shape="rect" href="http://bling.codeplex.com/" target="_blank" shape="rect"><em>Bling</em></a><em>&nbsp;is a C#-based library for easily programming images, animations, interactions, and visualizations on Microsoft's WPF/.NET. Bling is oriented towards design
 technologists, i.e., designers who sometimes program, to aid in the rapid prototyping of rich UI design ideas. Students, artists, researchers, and hobbyists will also find Bling useful as a tool for quickly expressing ideas or visualizations. Bling's APIs
 and constructs are optimized for the fast programming of throw away code as opposed to the careful programming of production code.</em>
<br /><br />Some features of Bling:<br /><br /><li><b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=constraints" shape="rect"><em>Declarative constraints</em></a></b><em> that maintain dynamic relationships in the UI without the need for complex event handling. For example, button.Width
 = 100 - slider.Value causes button to shrink as the slider thumb is moved to the right, or grow as it is moved to the left. Constraints have many benefits: they allow rich custom layouts to be expressed with very little code, they are easy animate, and they
 support UIs with lots of dynamic behavior. </em></li><li><b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=constraints&amp;ANCHOR#animation" shape="rect"><em>Simplified animation</em></a></b><em> with one line of code. For example, button.Left.Animate.Duration(500).To = label.Right will cause
 button to move to the right of label in 500 milliseconds. </em></li><li><b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=shader" shape="rect"><em>Pixel shader effects</em></a></b><em> without the need to write HLSL code or boilerplate code! For example, canvas.CustomEffect = (input, uv) =&gt; new ColorBl(new
 Point3DBl(1,1,1) - input[uv].ScRGB, input[uv].ScA); defines and installs a pixel shader on a canvas that inverts the canvas's colors. Pixel shading in Bling takes advantage of your graphics card to create rich, pixel-level effects.
</em></li><li><em>Support for <b>multi-pass bitmap effects</b> such as diffuse lighting. </em>
</li><li><em>An experimental <b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=physics" shape="rect">UI physics engine</a></b> for integrating physics into user interfaces! The physics supported by Bling is flexible, controllable, and easy
 to program. </em></li><li><em>Support for 2.5D <b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=lighting" shape="rect">lighting</a></b>.
</em></li><li><em>A rich library of <b><a shape="rect" href="http://bling.codeplex.com/Wiki/View.aspx?title=geometry" shape="rect">geometry routines</a></b>; e.g., finding where two lines intersect, the base of a triangle, the area of triangle, or a point on Bezier curve.
 These routines are compatible with all of Bling's features; e.g., they can be used in express constraints, pixel shaders, or physical constraints. Bling also provides a rich API for manipulating angles in both degrees and radians.
</em></li><li><em>And many <b>smaller things</b>; e.g., a frame-based background animation manager and slide presentation system.
</em></li><li><em>As a <b>lightweight wrapper</b> around WPF, Bling code is completely compatible with conventional WPF code written in C#, XAML, or other .NET languages.</em>
<p>&nbsp;</p>
<p>Sounds <em>very</em>&nbsp;interesting. Well, Erik and I wanted to find out more about Bling (Is it a library or a DSL? Is WPF programming&nbsp;really that hard?&nbsp;How is&nbsp;Bling designed and what makes it a&nbsp;simplified abstraction over a full featured platform technology
 like&nbsp;WPF?).&nbsp;It just so happened that Bling creator and software developer Sean McDirmid was in town recently (he works&nbsp;at&nbsp;Microsof's Advanced Technology Center&nbsp;located in&nbsp;Beijing, China).&nbsp;Tune in to see how the&nbsp;latest E2E unfolded (you must realize by now
 that we never really plan anything&nbsp;and&nbsp;E2Es <em>just happen</em> as you see&nbsp;them - it's just part of the game we play). Bling is an interesting idea with potential. Simplifying complexity is an important goal.
<br /><br />Enjoy.&nbsp; </p>
</li> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:42c35a282cb34623b7de9dea00435963">]]></description>
      <comments>http://channel9.msdn.com/Shows/Going+Deep/Expert-to-Expert-Inside-Bling-A-C-based-library-to-simplify-WPF-programming</comments>
      <itunes:summary>Bling&amp;nbsp;is a C#-based library for easily programming images, animations, interactions, and visualizations on Microsoft&#39;s WPF/.NET. Bling is oriented towards design
 technologists, i.e., designers who sometimes program, to aid in the rapid prototyping of rich UI design ideas. Students, artists, researchers, and hobbyists will also find Bling useful as a tool for quickly expressing ideas or visualizations. Bling&#39;s APIs
 and constructs are optimized for the fast programming of throw away code as opposed to the careful programming of production code.
Some features of Bling:Declarative constraints that maintain dynamic relationships in the UI without the need for complex event handling. For example, button.Width
 = 100 - slider.Value causes button to shrink as the slider thumb is moved to the right, or grow as it is moved to the left. Constraints have many benefits: they allow rich custom layouts to be expressed with very little code, they are easy animate, and they
 support UIs with lots of dynamic behavior. Simplified animation with one line of code. For example, button.Left.Animate.Duration(500).To = label.Right will cause
 button to move to the right of label in 500 milliseconds. Pixel shader effects without the need to write HLSL code or boilerplate code! For example, canvas.CustomEffect = (input, uv) =&amp;gt; new ColorBl(new
 Point3DBl(1,1,1) - input[uv].ScRGB, input[uv].ScA); defines and installs a pixel shader on a canvas that inverts the canvas&#39;s colors. Pixel shading in Bling takes advantage of your graphics card to create rich, pixel-level effects.
Support for multi-pass bitmap effects such as diffuse lighting. 
An experimental UI physics engine for integrating physics into user interfaces! The physics supported by Bling is flexible, controllable, and easy
 to program. Support for 2.5D lighting.
A rich library of geometry routines; e.g., finding where two lines intersect, the base of a triangle, the area of triangle, or a point on Bezier curve.
 Th</itunes:summary>
      <itunes:duration>3132</itunes:duration>
      <link>http://channel9.msdn.com/Shows/Going+Deep/Expert-to-Expert-Inside-Bling-A-C-based-library-to-simplify-WPF-programming</link>
      <pubDate>Mon, 08 Jun 2009 21:45:00 GMT</pubDate>
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      <dc:creator>Charles</dc:creator>
      <itunes:author>Charles</itunes:author>
      <slash:comments>29</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/Going+Deep/Expert-to-Expert-Inside-Bling-A-C-based-library-to-simplify-WPF-programming/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Bling</category>
      <category>Erik Meijer</category>
      <category>Expert to Expert</category>
      <category>Programming</category>
      <category>WPF</category>
    </item>
  <item>
      <title>Motion Capture Viewer in Silverlight</title>
      <description><![CDATA[Nikola Mihaylov has posted <a shape="rect" href="http://blogs.msdn.com/nikola/archive/2009/05/26/reallistic-human-movements-in-silverlight-my-own-motion-capture-viewer.aspx" shape="rect">
a sample of his Silverlight-based Motion Capture Viewer</a>.&nbsp;&nbsp;Its reading a traditional .BHV file for the movement and it looks pretty good.&nbsp; Source code is available too, if you want to see how he's doing it.
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:0aa5a324db8b409393c69deb00220e7c">]]></description>
      <comments>http://channel9.msdn.com/Blogs/ContinuumNews/Motion-Capture-Viewer-in-Silverlight</comments>
      <itunes:summary>Nikola Mihaylov has posted 
a sample of his Silverlight-based Motion Capture Viewer.&amp;nbsp;&amp;nbsp;Its reading a traditional .BHV file for the movement and it looks pretty good.&amp;nbsp; Source code is available too, if you want to see how he&#39;s doing it.
</itunes:summary>
      <link>http://channel9.msdn.com/Blogs/ContinuumNews/Motion-Capture-Viewer-in-Silverlight</link>
      <pubDate>Tue, 26 May 2009 20:20:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/ContinuumNews/Motion-Capture-Viewer-in-Silverlight</guid>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/100/470640_100x75.jpg" height="75" width="100"></media:thumbnail>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/220/470640_220x165.jpg" height="165" width="220"></media:thumbnail>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/320/846c4338-4f8b-4f83-8cc0-53e442b7482b.jpg" height="210" width="280"></media:thumbnail>
      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/85/60aff2a8-c924-432b-b967-d577ea5a124e.jpg" height="64" width="85"></media:thumbnail>      
      <dc:creator>Adam Kinney</dc:creator>
      <itunes:author>Adam Kinney</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/ContinuumNews/Motion-Capture-Viewer-in-Silverlight/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>RIA</category>
      <category>Silverlight</category>
    </item>
  <item>
      <title>Druckbetankung - Die Show :: Silverlight 3 Teil IV</title>
      <description><![CDATA[Im vierten Teil unserer Staffel Silverlight 3 der Serie &quot;Druckbetankung - Die Show&quot; erklären Oliver Scheer und ich das Thema Animation und Storyboarding in Expression Blend 3. Ausserdem kommt das Thema &quot;Easing Functions&quot; zur Sprache. Easing Functions erleichtern
 dank vorgegebener Bewegungsabläufe die natürliche Animation von Objektbewegungen.
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:cd699aedf2264d69b0c29deb016eac25">]]></description>
      <comments>http://channel9.msdn.com/Blogs/kitano/Druckbetankung-Die-Show--Silverlight-3-Teil-IV</comments>
      <itunes:summary>Im vierten Teil unserer Staffel Silverlight 3 der Serie &amp;quot;Druckbetankung - Die Show&amp;quot; erkl&#228;ren Oliver Scheer und ich das Thema Animation und Storyboarding in Expression Blend 3. Ausserdem kommt das Thema &amp;quot;Easing Functions&amp;quot; zur Sprache. Easing Functions erleichtern
 dank vorgegebener Bewegungsabl&#228;ufe die nat&#252;rliche Animation von Objektbewegungen.
</itunes:summary>
      <itunes:duration>679</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/kitano/Druckbetankung-Die-Show--Silverlight-3-Teil-IV</link>
      <pubDate>Thu, 14 May 2009 08:16:00 GMT</pubDate>
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      <dc:creator>Jan Schenk</dc:creator>
      <itunes:author>Jan Schenk</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/kitano/Druckbetankung-Die-Show--Silverlight-3-Teil-IV/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Bewegungsabl&#228;ufe</category>
      <category>de-de</category>
      <category>Easing Function</category>
      <category>EasingFunctions</category>
      <category>Expression Blend 3</category>
      <category>Silverlight 3</category>
      <category>Storyboards</category>
    </item>
  <item>
      <title>Inside Windows 7: Animation Manager Deep Dive and Tutorial</title>
      <description><![CDATA[
<p>Smooth animations are fundamental to many graphical UI applications. Windows&nbsp;7 introduces a native animation framework for managing the scheduling and execution of animations. The animation framework supplies a library of useful mathematical functions for
 specifying behavior over time and lets developers provide their own behavior functions. The framework supports sophisticated resolution of conflicts when multiple animations attempt to manipulate the same value simultaneously. An application can specify that
 one animation must be completed before another can begin and can force completion within a set time. The new framework also helps animations determine appropriate durations.</p>
<p>Watch Paul Kwiatkowski and Paul Gildea as they explain the programming model of the Windows Animation Manager and walk though some code demos that showcase the power of the Animation platform.</p>
<p>This is the second video in a series of videos about the Windows Animation Manager. The first video was
<a shape="rect" href="http://channel9.msdn.com/posts/yochay/Windows-Scenic-Animation-Overview/" shape="rect">
Windows Scenic Animation Overview</a>. Since then, we dropped “Scenic” from the name.</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:e26a5a9caf6a439189939deb016cfc24">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Inside-Windows-7-Animation-Manager-Deep-Dive</comments>
      <itunes:summary>
Smooth animations are fundamental to many graphical UI applications. Windows&amp;nbsp;7 introduces a native animation framework for managing the scheduling and execution of animations. The animation framework supplies a library of useful mathematical functions for
 specifying behavior over time and lets developers provide their own behavior functions. The framework supports sophisticated resolution of conflicts when multiple animations attempt to manipulate the same value simultaneously. An application can specify that
 one animation must be completed before another can begin and can force completion within a set time. The new framework also helps animations determine appropriate durations. 
Watch Paul Kwiatkowski and Paul Gildea as they explain the programming model of the Windows Animation Manager and walk though some code demos that showcase the power of the Animation platform. 
This is the second video in a series of videos about the Windows Animation Manager. The first video was

Windows Scenic Animation Overview. Since then, we dropped “Scenic” from the name. 
</itunes:summary>
      <itunes:duration>1820</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Inside-Windows-7-Animation-Manager-Deep-Dive</link>
      <pubDate>Fri, 08 May 2009 14:01:00 GMT</pubDate>
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        <media:content url="mms://mschnlnine.wmod.llnwd.net/a1809/d1/ch9/5/7/3/7/6/4/Win7AnimationManagerDeepDive_s_ch9.wmv" expression="full" duration="1820" fileSize="237" type="video/mp4" medium="video"></media:content>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>4</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Inside-Windows-7-Animation-Manager-Deep-Dive/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Animation Manager</category>
      <category>Windows 7</category>
    </item>
  <item>
      <title>Windows Scenic Animation Overview</title>
      <description><![CDATA[
<p>Smooth animations are fundamental to many graphical UI applications, and Windows 7 introduces a native animation framework for managing the scheduling and execution of animations. The animation framework supplies a library of useful mathematical functions
 for specifying behavior over time and also lets developers provide their own behavior functions. The framework supports sophisticated resolution of conflicts when multiple animations attempt to manipulate the same value simultaneously. An application can specify
 that one animation must be completed before another can begin and can force completion within a set time. The new framework also helps animations determine appropriate durations</p>
<p>Watch Yochay Kiriaty, Windows 7 Technical Evangelist, and Windows Ribbon Scenic Animation product team members Paul Kwiatkowski and Paul Gildea as we explain Windows Scenic Animation, why we need it, and which components of Windows use this amazing technology.
 Paul also has few cool demos that show the real power of this technology. </p>
<p>For more technical content on Windows 7 and few cool code samples, go to the <a shape="rect" href="http://blogs.msdn.com/yochay" shape="rect">
Windows 7 Blog for Developers</a>. </p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:d47e659391ce450daa159deb016d2945">]]></description>
      <comments>http://channel9.msdn.com/Blogs/yochay/Windows-Scenic-Animation-Overview</comments>
      <itunes:summary>
Smooth animations are fundamental to many graphical UI applications, and Windows 7 introduces a native animation framework for managing the scheduling and execution of animations. The animation framework supplies a library of useful mathematical functions
 for specifying behavior over time and also lets developers provide their own behavior functions. The framework supports sophisticated resolution of conflicts when multiple animations attempt to manipulate the same value simultaneously. An application can specify
 that one animation must be completed before another can begin and can force completion within a set time. The new framework also helps animations determine appropriate durations 
Watch Yochay Kiriaty, Windows 7 Technical Evangelist, and Windows Ribbon Scenic Animation product team members Paul Kwiatkowski and Paul Gildea as we explain Windows Scenic Animation, why we need it, and which components of Windows use this amazing technology.
 Paul also has few cool demos that show the real power of this technology.  
For more technical content on Windows 7 and few cool code samples, go to the 
Windows 7 Blog for Developers.  
</itunes:summary>
      <itunes:duration>1000</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/yochay/Windows-Scenic-Animation-Overview</link>
      <pubDate>Fri, 09 Jan 2009 17:28:00 GMT</pubDate>
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      <dc:creator>Yochay Kiriaty</dc:creator>
      <itunes:author>Yochay Kiriaty</itunes:author>
      <slash:comments>20</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/yochay/Windows-Scenic-Animation-Overview/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>C++</category>
      <category>Developer</category>
      <category>Windows 7</category>
    </item>
  <item>
      <title>trueSpace: Realistic, High-Res 3D Modeling for VE and Live Maps</title>
      <description><![CDATA[Back in February, Microsoft acquired a company called <a href="http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro">Caligari</a> mainly for their 3D modeling and animation software, trueSpace. As of now, trueSpace is available for download – <em><strong>for free</strong></em>. With trueSpace, you can create high-resolution models, landscapes, buildings, and more for Virtual Earth and Live Maps. After creating these models, they can then be uploaded from trueSpace directly into Live Maps as a collections item. Why is trueSpace important? Well, for one, this is not sketching software – these aren’t drawings, but detailed, rich and realistic models. For example, take this Starbucks model (image to the left - see the full video on <a href="http://blogs.msdn.com/virtualearth/archive/2008/07/23/announcing-truespace-for-virtual-earth-3d-development.aspx">Chris Pendleton’s blog</a>). This could either be a 3D model of the actual store or a mockup of one they’re thinking of building. That mockup could then be aaded to Live Maps in order to get feedback from the community. Even better, trueSpace supports importing of models drawn within other 3D software environments, including AutoCAD, Illustrator, and more. (The full list is <a href="http://blogs.msdn.com/virtualearth/archive/2008/07/23/announcing-truespace-for-virtual-earth-3d-development.aspx">here</a>). For more details on how to use trueSpace, Chris has <a href="http://blogs.msdn.com/virtualearth/archive/2008/07/23/announcing-truespace-for-virtual-earth-3d-development.aspx">a great walkthough</a> on his site. To register and download trueSpace, <a href="http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp?Cate=BIntro">click here</a>.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:7d7bfb3040724e4b9a6e9e0e00978877">]]></description>
      <comments>http://channel9.msdn.com/Blogs/coolstuff/trueSpace-Realistic-High-Res-3D-Modeling-for-VE-and-Live-Maps</comments>
      <itunes:summary>Back in February, Microsoft acquired a company called Caligari mainly for their 3D modeling and animation software, trueSpace. As of now, trueSpace is available for download – for free. With trueSpace, you can create high-resolution models, landscapes, buildings, and more for Virtual Earth and Live Maps. After creating these models, they can then be uploaded from trueSpace directly into Live Maps as a collections item. Why is trueSpace important? Well, for one, this is not sketching software – these aren’t drawings, but detailed, rich and realistic models. For example, take this Starbucks model (image to the left - see the full video on Chris Pendleton’s blog). This could either be a 3D model of the actual store or a mockup of one they’re thinking of building. That mockup could then be aaded to Live Maps in order to get feedback from the community. Even better, trueSpace supports importing of models drawn within other 3D software environments, including AutoCAD, Illustrator, and more. (The full list is here). For more details on how to use trueSpace, Chris has a great walkthough on his site. To register and download trueSpace, click here. </itunes:summary>
      <link>http://channel9.msdn.com/Blogs/coolstuff/trueSpace-Realistic-High-Res-3D-Modeling-for-VE-and-Live-Maps</link>
      <pubDate>Thu, 24 Jul 2008 15:53:00 GMT</pubDate>
      <guid isPermaLink="false">http://channel9.msdn.com/Blogs/coolstuff/trueSpace-Realistic-High-Res-3D-Modeling-for-VE-and-Live-Maps</guid>
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      <media:thumbnail url="http://ecn.channel9.msdn.com/o9/previewImages/85/on10_dee9767e-6ad6-4ed8-b78d-01c14e4405a1.jpg" height="64" width="85"></media:thumbnail>      
      <dc:creator>Sarah Perez</dc:creator>
      <itunes:author>Sarah Perez</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/coolstuff/trueSpace-Realistic-High-Res-3D-Modeling-for-VE-and-Live-Maps/RSS</wfw:commentRss>
      <category>3D</category>
      <category>Animation</category>
      <category>Maps</category>
      <category>modeling</category>
      <category>Virtual Earth</category>
      <category>mapping</category>
      <category>Windows Live Maps</category>
      <category>imagery</category>
      <category>trueSpace</category>
    </item>
  <item>
      <title>How To - The creation of an Imagine Cup video</title>
      <description><![CDATA[I stopped by&nbsp;<a href="http://www.worktankseattle.com/">Worktank</a> last week in downtown&nbsp;<a href="http://www.seattle.gov/">Seattle</a> to check out the making of a really&nbsp;interesting&nbsp;<a href="http://imaginecup.com/">Imagine Cup</a> video.&nbsp; I personally have down the basics of editing but animating, not so much.&nbsp; Rick Wallace is the art director on the project and took some time to chat with&nbsp;us on how he&nbsp;strung the whole&nbsp;video together.&nbsp; From handdrawing the storyboards to creating movement with <a href="http://www.adobe.com/products/aftereffects/features/?sdid=BPYGL&amp;s_kwcid=adobe%20after%20effects|972414329">Adobe After Effects</a>&nbsp;the entire process took him roughly six&nbsp;weeks.&nbsp; I hope you enjoy.&nbsp; <br> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:8edd6f1d195e427b97379e0f00106e05">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Tina/How-To-The-creation-of-an-Imagine-Cup-video</comments>
      <itunes:summary>I stopped by&amp;nbsp;Worktank last week in downtown&amp;nbsp;Seattle to check out the making of a really&amp;nbsp;interesting&amp;nbsp;Imagine Cup video.&amp;nbsp; I personally have down the basics of editing but animating, not so much.&amp;nbsp; Rick Wallace is the art director on the project and took some time to chat with&amp;nbsp;us on how he&amp;nbsp;strung the whole&amp;nbsp;video together.&amp;nbsp; From handdrawing the storyboards to creating movement with Adobe After Effects&amp;nbsp;the entire process took him roughly six&amp;nbsp;weeks.&amp;nbsp; I hope you enjoy.&amp;nbsp; </itunes:summary>
      <itunes:duration>568</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Tina/How-To-The-creation-of-an-Imagine-Cup-video</link>
      <pubDate>Mon, 03 Mar 2008 19:28:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Tina/How-To-The-creation-of-an-Imagine-Cup-video/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Imagine Cup</category>
      <category>Seattle</category>
    </item>
  <item>
      <title>You can be an Animation Master</title>
      <description><![CDATA[I've been fiddling around with <a href="http://www.adobe.com/products/photoshop/index.html">Photoshop</a> for years now and I love manipulating my pictures and putting my friends heads on <a href="http://en.wikipedia.org/wiki/Fabio_Lanzoni">Fabio's</a>&nbsp;body (good times) but I've always been hesitant to make the jump into animation. I've tried here and there but never went full force into learning good technique. Then I found <a href="http://www.hash.com/2007web/">Animation Master</a>. It makes animating objects really simple and fun to learn. This is definitely a program for beginners and not expert animators but for people like me, its a quick and fun way to get your foot through the animation door.  <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:5e11dc22cc114c4eb42c9e0f00ffe6f3">]]></description>
      <comments>http://channel9.msdn.com/Blogs/LauraFoy/You-can-be-an-Animation-Master</comments>
      <itunes:summary>I&#39;ve been fiddling around with Photoshop for years now and I love manipulating my pictures and putting my friends heads on Fabio&#39;s&amp;nbsp;body (good times) but I&#39;ve always been hesitant to make the jump into animation. I&#39;ve tried here and there but never went full force into learning good technique. Then I found Animation Master. It makes animating objects really simple and fun to learn. This is definitely a program for beginners and not expert animators but for people like me, its a quick and fun way to get your foot through the animation door. </itunes:summary>
      <itunes:duration>469</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/LauraFoy/You-can-be-an-Animation-Master</link>
      <pubDate>Wed, 19 Dec 2007 15:12:00 GMT</pubDate>
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      <dc:creator>Laura Foy</dc:creator>
      <itunes:author>Laura Foy</itunes:author>
      <slash:comments>4</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/LauraFoy/You-can-be-an-Animation-Master/RSS</wfw:commentRss>
      <category>3D</category>
      <category>Animation</category>
      <category>Art</category>
      <category>models</category>
      <category>digital</category>
    </item>
  <item>
      <title>Cartoon Overlord</title>
      <description><![CDATA[Joseph Limbaugh from the <a href="http://www.acmecomedy.com/">Acme Theatre Comedy Club </a>is the creator of <a href="http://www.cartoonoverlord.com/">Cartoon Overlord</a>.&nbsp; He's written software that allows animators to take control of these animated characters on the fly.&nbsp; It's pretty innovative and what a great way to take improv to the next level.&nbsp;He shows us first hand this digital puppetry that is guided through a third party video game controller.&nbsp; <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:ad32312aa7134e6f999e9e0f000e3c66">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Tina/Cartoon-Overlord</comments>
      <itunes:summary>Joseph Limbaugh from the Acme Theatre Comedy Club is the creator of Cartoon Overlord.&amp;nbsp; He&#39;s written software that allows animators to take control of these animated characters on the fly.&amp;nbsp; It&#39;s pretty innovative and what a great way to take improv to the next level.&amp;nbsp;He shows us first hand this digital puppetry that is guided through a third party video game controller.&amp;nbsp;</itunes:summary>
      <itunes:duration>275</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Tina/Cartoon-Overlord</link>
      <pubDate>Wed, 25 Apr 2007 16:47:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Tina/Cartoon-Overlord/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>digital puppetry</category>
      <category>improvisation</category>
    </item>
  <item>
      <title>GDC &#39;07: EyeTronics</title>
      <description><![CDATA[Have you ever been blown away by the realism and accuracy of a 3D facial skin? Well then the chances are you were looking at an Eyetronics creation. Check out this clip to see how its done.<br> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:2de784adc817445c992e9e0f00fce11b">]]></description>
      <comments>http://channel9.msdn.com/Blogs/LauraFoy/GDC-07-EyeTronics</comments>
      <itunes:summary>Have you ever been blown away by the realism and accuracy of a 3D facial skin? Well then the chances are you were looking at an Eyetronics creation. Check out this clip to see how its done.</itunes:summary>
      <link>http://channel9.msdn.com/Blogs/LauraFoy/GDC-07-EyeTronics</link>
      <pubDate>Mon, 09 Apr 2007 16:53:00 GMT</pubDate>
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      <dc:creator>Laura Foy</dc:creator>
      <itunes:author>Laura Foy</itunes:author>
      <slash:comments>0</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/LauraFoy/GDC-07-EyeTronics/RSS</wfw:commentRss>
      <category>3D</category>
      <category>Animation</category>
      <category>Virtual</category>
      <category>San Francisco</category>
      <category>GDC</category>
    </item>
  <item>
      <title>Gentle Giant Studios:  Part One - The Greatest Studio on Earth</title>
      <description><![CDATA[Okay, so at GDC I met an artist named Scott.&nbsp; Scott works at <a href="http://www.gentlegiantstudios.com/">Gentle Giant Studios</a> which is one of the leading animation companies in the world.&nbsp; They have worked on Star Wars movies, Men in Black, Lord of the Rings, Harry Potter, King Kong, and hundreds of other movies and video games.&nbsp; They much more then just an animation studio. They do scanning, sculpting, digital modeling, marquettes, rapid prototyping, molding, casting and more.&nbsp; I had to split this into two pieces because there is just so much to look at. <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:0fc72da01f8b45d6aca69e0f000e2fc9">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Tina/Gentle-Giant-Studios-Part-One-The-Greatest-Studio-on-Earth</comments>
      <itunes:summary>Okay, so at GDC I met an artist named Scott.&amp;nbsp; Scott works at Gentle Giant Studios which is one of the leading animation companies in the world.&amp;nbsp; They have worked on Star Wars movies, Men in Black, Lord of the Rings, Harry Potter, King Kong, and hundreds of other movies and video games.&amp;nbsp; They much more then just an animation studio. They do scanning, sculpting, digital modeling, marquettes, rapid prototyping, molding, casting and more.&amp;nbsp; I had to split this into two pieces because there is just so much to look at.</itunes:summary>
      <itunes:duration>615</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Tina/Gentle-Giant-Studios-Part-One-The-Greatest-Studio-on-Earth</link>
      <pubDate>Fri, 06 Apr 2007 17:45:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>4</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Blogs/Tina/Gentle-Giant-Studios-Part-One-The-Greatest-Studio-on-Earth/RSS</wfw:commentRss>
      <category>Animation</category>
      <category>Digital Modeling</category>
      <category>Hollywood</category>
    </item>
  <item>
      <title>Gentle Giant Studios Part Two:  Still, the greatest Studio on Earth</title>
      <description><![CDATA[Okay, in part two we dive into more of the 3D modeling and take a look at the life size Matrix figures (awesome for any Matrix fan.)&nbsp;We get&nbsp;a nice glimpse of an animated Master Chief, and we run into Yoshi for any of you older TechTV fans.&nbsp; <img src='http://ecn.channel9.msdn.com/o9/content/images/emoticons/emotion-1.gif' alt='Smiley' />&nbsp; Then we do a 3D scan <p>of Scott.</p> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:949e9108c4c945c787589e0f000e3791">]]></description>
      <comments>http://channel9.msdn.com/Blogs/Tina/Gentle-Giant-Studios-Part-Two-Still-the-greatest-Studio-on-Earth</comments>
      <itunes:summary>Okay, in part two we dive into more of the 3D modeling and take a look at the life size Matrix figures (awesome for any Matrix fan.)&amp;nbsp;We get&amp;nbsp;a nice glimpse of an animated Master Chief, and we run into Yoshi for any of you older TechTV fans.&amp;nbsp; &amp;nbsp; Then we do a 3D scan of Scott. </itunes:summary>
      <itunes:duration>474</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/Tina/Gentle-Giant-Studios-Part-Two-Still-the-greatest-Studio-on-Earth</link>
      <pubDate>Fri, 06 Apr 2007 17:44:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>2</slash:comments>
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      <category>Animation</category>
      <category>Hollywood</category>
      <category>scanning</category>
      <category>digital lifestyle</category>
    </item>
  <item>
      <title>Newtek Lightwave 3D creates emmy nominated nuclear explosions!</title>
      <description><![CDATA[If your friends are anything like mine- you guys love to settle in front of the TV and watch Jack Bauer kick ass on <a href="http://www.fox.com/24/">24</a>. Well- the season premiere episode this year created a ton of buzz amongst digital artists and graphic animators. <a href="http://rds.yahoo.com/_ylt=A0geu7dmRgxG9y0Au6ZXNyoA;_ylu=X3oDMTB2b2gzdDdtBGNvbG8DZQRsA1dTMQRwb3MDMQRzZWMDc3IEdnRpZAM-/SIG=12su7ep3r/EXP=1175295974/**http%3a//www.newtek.com/products/lightwave/profiles/JarrodDavis/index.html">Jarrod Davis</a> of&nbsp;<a href="http://www.zoicstudios.com/">Zoic Studios</a> created the most realistic, brilliant nuclear explosion to ever go off over the city of Angels. I tracked down the man himself to see what software, hardware and undeniable skill is required to create this kind of digital art. And now...he shares this knowledge with you. Watch and learn.<br> <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/animation/RSS&WT.dl=0&WT.entryid=Entry:RSSView:3d304efc1dfa4bad9f489e0f00fcf0c1">]]></description>
      <comments>http://channel9.msdn.com/Blogs/LauraFoy/Newtek-Lightwave-3D-creates-emmy-nominated-nuclear-explosions</comments>
      <itunes:summary>If your friends are anything like mine- you guys love to settle in front of the TV and watch Jack Bauer kick ass on 24. Well- the season premiere episode this year created a ton of buzz amongst digital artists and graphic animators. Jarrod Davis of&amp;nbsp;Zoic Studios created the most realistic, brilliant nuclear explosion to ever go off over the city of Angels. I tracked down the man himself to see what software, hardware and undeniable skill is required to create this kind of digital art. And now...he shares this knowledge with you. Watch and learn.</itunes:summary>
      <itunes:duration>395</itunes:duration>
      <link>http://channel9.msdn.com/Blogs/LauraFoy/Newtek-Lightwave-3D-creates-emmy-nominated-nuclear-explosions</link>
      <pubDate>Thu, 29 Mar 2007 23:08:00 GMT</pubDate>
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      <dc:creator>Laura Foy</dc:creator>
      <itunes:author>Laura Foy</itunes:author>
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      <category>3D</category>
      <category>Animation</category>
      <category>Graphics</category>
      <category>TV</category>
      <category>Movies</category>
      <category>Zoic</category>
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