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	<title>Sylvia&#039;s PhD notebook</title>
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		<title>Sylvia&#039;s PhD notebook</title>
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		<item>
		<title>Editing 3dsMax Animation in Motionbuilder</title>
		<link>http://sylviaucl.wordpress.com/2011/10/27/editing-3dsmax-animation-in-motionbuilder/</link>
		<comments>http://sylviaucl.wordpress.com/2011/10/27/editing-3dsmax-animation-in-motionbuilder/#comments</comments>
		<pubDate>Thu, 27 Oct 2011 15:09:22 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=180</guid>
		<description><![CDATA[Things to watch out: 1. Use the same file which you have exported your animation to re-import your animation in Max. 2. Make sure you get the T-Pose right. More details coming soon.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=180&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Things to watch out:</p>
<p>1. Use the same file which you have exported your animation to re-import your animation in Max.</p>
<p>2. Make sure you get the T-Pose right.</p>
<p>More details coming soon.</p>
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		<title>Using Brekel with 3ds Max</title>
		<link>http://sylviaucl.wordpress.com/2011/05/20/using-brekel-with-3ds-max/</link>
		<comments>http://sylviaucl.wordpress.com/2011/05/20/using-brekel-with-3ds-max/#comments</comments>
		<pubDate>Fri, 20 May 2011 16:47:38 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=169</guid>
		<description><![CDATA[Install Brekel http://www.brekel.com/?page_id=170 Capturing with Brekel to be written&#8230; Load the .bvh file in 3ds Max 1, Create a biped in Max (Create -&#62; System -&#62; Biped) 2, Load motion capture .bvh file onto biped 3, Save as .bip (before this step, check the frame rate of your targeted scenario) 4, Open your target biped [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=169&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h4>Install Brekel</h4>
<p><a href="http://www.brekel.com/?page_id=170">http://www.brekel.com/?page_id=170</a></p>
<h4>Capturing with Brekel</h4>
<p>to be written&#8230;</p>
<h4>Load the .bvh file in 3ds Max</h4>
<p>1, Create a biped in Max (Create -&gt; System -&gt; Biped)</p>
<p>2, Load motion capture .bvh file onto biped</p>
<p>3, Save as .bip (before this step, check the frame rate of your targeted scenario)</p>
<p>4, Open your target biped</p>
<p>5, Load .bip file onto your biped</p>
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		<title>Using the CMU MoCap Database with 3dsMax</title>
		<link>http://sylviaucl.wordpress.com/2010/08/18/using-the-cmu-mocap-database-with-3dsmax/</link>
		<comments>http://sylviaucl.wordpress.com/2010/08/18/using-the-cmu-mocap-database-with-3dsmax/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 13:52:16 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[1, Choose your desired animation from here 2, Download the BVH files here. 3, A video tutorial for using BVH file in 3dsMax can be found here. 3.1 Open 3dsMax, Create -&#62;Systems -&#62;Biped 3.2 Turn on figure mode, save the figure as .fig file 3.3 Turn off figure mode, Motion-&#62; Motion Capture -&#62; Load Motion [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=149&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>1, Choose your desired animation from </strong><a href="http://mocap.cs.cmu.edu/subjects.php"><strong>here</strong></a></p>
<p><strong>2, Download the BVH files </strong><a href="http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database"><strong>here</strong></a><strong>.</strong></p>
<p><strong>3, A video tutorial for using BVH file in 3dsMax can be found </strong><a href="http://www.vimeo.com/4449838"><strong>here</strong></a><strong>.</strong></p>
<p>3.1 Open 3dsMax, Create -&gt;Systems -&gt;Biped</p>
<p>3.2 Turn on figure mode, save the figure as .fig file</p>
<p>3.3 Turn off figure mode, Motion-&gt; Motion Capture -&gt; Load Motion Capture File, select the .bvh file</p>
<p>3.4 The animation is loaded, but the biped might look different. If this happens, turn on figure mode, reload the .fig file, and then turn off figure mode  (or maybe here we should use the .fig file from the targeted biped?)</p>
<p>3.5 save the animation as .bip file</p>
<p>3.6 Open your target character, make sure you have a saved .fig file for this biped.</p>
<p>3.7 Load the .bip file</p>
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		<title>Footsteps 3dsMax</title>
		<link>http://sylviaucl.wordpress.com/2010/08/05/foot-step-animation/</link>
		<comments>http://sylviaucl.wordpress.com/2010/08/05/foot-step-animation/#comments</comments>
		<pubDate>Thu, 05 Aug 2010 13:26:50 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[3ds Max]]></category>

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		<description><![CDATA[On line help click here. Quick start: 1, Select the central of mass on the biped, and adjust the position/rotation to where you want the footsteps to start. 2, Turn the footstep mode on. 3, Create Multiple Footsteps or Create Footsteps (Append) or Create Footsteps (At Current Frame) 4, Graph Editor -&#62; Track View &#8211; Dope Sheet [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=143&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>On line help click <a href="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab041063133-128e6f4112a1ce6c39-7f4c.htm,topicNumber=d0e193185">here</a>.</p>
<p><strong>Quick start:</strong></p>
<p>1, Select the central of mass on the biped, and adjust the position/rotation to where you want the footsteps to start.</p>
<p>2, Turn the footstep mode on. <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_mode_footstep.gif" alt="" /></p>
<p>3, Create Multiple Footsteps <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_create_multiple.gif" alt="" /> or Create Footsteps (Append) <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_append.gif" alt="" /> or Create Footsteps (At Current Frame) <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_current_frame.gif" alt="" /></p>
<p>4, Graph Editor -&gt; Track View &#8211; Dope Sheet  to adjust the timing</p>
<p>5, Create Keys For Inactive Footsteps: <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_activate.gif" alt="" /></p>
<p><strong>Slicing footsteps:</strong></p>
<p>The only way I found to insert footsteps between existing footsteps is through Slicing. Sometimes my Max crashes while doing it. The way to get around is to turn the buffer mode on, or try to select a different set of footsteps. I haven&#8217;t found a stable way to avoid crashing while use slicing.</p>
<p>1, Select Odd number of footsteps in the middle (say 4,5,6)</p>
<p>2, Click Copy Footsteps <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_copy.gif" alt="" /> (you can then edit them in buffer mode <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_mode_footstep_buffer.gif" alt="" />, under &#8220;Modes and Display&#8221;)</p>
<p>3, Click Paste Footsteps <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_footsteps_paste.gif" alt="" /></p>
<p>4, Drag the pasted footsteps to footsteps 4 (the first foot step you have selelcted)</p>
<p>5, The following  footsteps then become inactive, now drag them to append them on the last foot steps. The position of where you drag the footsteps to is not important, the new position will replace the footstep which turns red.</p>
<p><strong>Adjusting Balance:</strong></p>
<p>With most of the balancing problem, there is a key that&#8217;s placed wrongly or there are gaps between keys (can be find out with Dope Mode). Fix these problem and re-activate all footsteps normally solves most of the problem. However if the body balance issue still exists, try to following:</p>
<p>1, Select Centre of Mass (this will switch off footsteps mode)</p>
<p>2, Go to the key frame you want to adjust balance (find a place where this is key frame already)</p>
<p>3, Expand Motion -&gt; Track Selection</p>
<p>4, Turn on AutoKey <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_auto_key_off.jpg" alt="" /></p>
<p>5, Click <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_trackselection_body_horizontal.gif" alt="" /> to adjust Body Horizontal or <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_trackselection_body_vertical.gif" alt="" /> Body Vertical.</p>
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	</item>
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		<title>Problems in XVR</title>
		<link>http://sylviaucl.wordpress.com/2010/08/03/problems-in-xvr/</link>
		<comments>http://sylviaucl.wordpress.com/2010/08/03/problems-in-xvr/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 09:12:43 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=140</guid>
		<description><![CDATA[In function OnFrame() var posizione = CameraGetPosition(); glTranslate(-posizione &#8211; [0,0,-10]); //works glTranslate(-posizione &#8211; [0,0,-10]); // cannot use the mouse to move along the z dimention glTranslate([0,0,10]); //works<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=140&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h3>In function OnFrame()</h3>
<p>var posizione = CameraGetPosition();</p>
<p>glTranslate(-posizione &#8211; [0,0,-10]); //works</p>
<p>glTranslate(-posizione &#8211; [0,0,-10]); // cannot use the mouse to move along the z dimention</p>
<p>glTranslate([0,0,10]); //works</p>
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		<title>HALCA with XVR notes</title>
		<link>http://sylviaucl.wordpress.com/2010/05/18/halca-with-xvr-notes/</link>
		<comments>http://sylviaucl.wordpress.com/2010/05/18/halca-with-xvr-notes/#comments</comments>
		<pubDate>Tue, 18 May 2010 17:36:50 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=127</guid>
		<description><![CDATA[Avatar.ExeActAt Parameters: Avatar.ExeActAt(avatar, animation, inTime, outTime, weight, lock, startTime) inTime = startTime + LocalinTime outTime = startTime + LocaloutTime starTime = -(StartTime) weight = MUCH SMALLER THAN CURRENT ANIMATION if you don&#8217;t want it to interfere with your current one. Ex: say you have an animation you currently have with ExeAct: Avatar.ExeAct(avatar, animation, 1.0, 1.0, 1.0, 0); [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=127&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h2><strong>Avatar.ExeActAt Parameters: </strong></h2>
<p>Avatar.ExeActAt(avatar, animation, inTime, outTime, weight, lock, startTime)</p>
<p>inTime = startTime + LocalinTime</p>
<p>outTime = startTime + LocaloutTime</p>
<p><span style="text-decoration:underline;"><strong>starTime =</strong></span><span style="text-decoration:underline;"><strong> -</strong></span><span style="text-decoration:underline;"><strong>(StartTime)</strong></span></p>
<p>weight = MUCH SMALLER THAN CURRENT ANIMATION if you don&#8217;t want it to interfere with your current one.</p>
<p>Ex: say you have an animation you currently have with ExeAct:</p>
<p><strong>Avatar.ExeAct(avatar, animation, 1.0, 1.0, 1.0, 0);</strong></p>
<p>now you want it to start only after &#8220;current_duration&#8221;:</p>
<p><strong>Avatar.ExeActAt(avatar, animation, 1.0+current_duration, 1.0+current_duration, 0.1, 0, -current_duration);</strong></p>
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		<title>Using Motion Mixer</title>
		<link>http://sylviaucl.wordpress.com/2010/05/11/using-motion-mixer/</link>
		<comments>http://sylviaucl.wordpress.com/2010/05/11/using-motion-mixer/#comments</comments>
		<pubDate>Tue, 11 May 2010 11:40:24 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[3ds Max]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=118</guid>
		<description><![CDATA[The following is based on the tutorial of Autodesk and my own expeirmence Why Using Motion Mixer: - Motion Clips can be cross-faded, stretched, layered, and finally mixed down to a single clip. - Simply, it allows you to edit Animation Clips as Audio Clips!! - Comparing to Motion Flow: &#8220;Use the Motion Mixer when [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=118&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The following is based on the tutorial of Autodesk and my own expeirmence</p>
<h3><strong><span style="color:#000000;"><span style="text-decoration:underline;">Why Using Motion Mixer:</span></span></strong></h3>
<p>- Motion Clips can be cross-faded, stretched, layered, and finally mixed down to a single clip.</p>
<p>- Simply, it allows you to edit Animation Clips as Audio Clips!!</p>
<p>- Comparing to Motion Flow: &#8220;Use the <strong>Motion Mixer</strong> when you want to<strong> create a specific animation for an object from several clips</strong>, or you want to<strong> specify that some motions be applied only to specific body parts</strong>. If you want to work with <strong>biped crowds or create random motion</strong>, use <strong>Motion Flow</strong>.&#8221;</p>
<h3><strong><span style="text-decoration:underline;">Instructions:</span></strong></h3>
<p>1， Before using Motion Mixer, <strong>prepare the animation and save them as .BIP</strong> (biped animaitons) or .XAF (3dsmax, non-biped animations) files. In my case I used .BIP files.</p>
<p><span style="color:#000080;">1.1 In this method, each .BIP animation is then loaded as a clip. And you can add many clips to one track, or add the same clip many times.</span></p>
<p>2, Select a biped and turn on <strong>Mixer Mode</strong> <img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_biped_mode_motion_mixer.gif" alt="" /> (Mixer mode must be on for the biped in order to see the mixed motion on the biped before mixdown)</p>
<p>3,  Click <strong>Mixer </strong>(under Motion-&gt;Biped Apps)</p>
<p>4, Because a biped has been selected, a trackgroup is automatically assigned to the Mixer for <em>this biped</em>:  a clip track, and a balance track.</p>
<p><span style="color:#000080;">4.1 Clip track: where you add your clips. There are two kinds of tracks: Layer (by default) or Transition.</span></p>
<p><span style="color:#000080;">4.1a Layer: a track of a seriers of motions that do not need transitions between them</span></p>
<p><span style="color:#000080;">4.1b Transition: a tall track with room for two rows of clips. You can put clips that overlap with each other.</span></p>
<p><span style="color:#000080;">4.2 Balance track: to control the balance of the biped, you can only edit the parameter of the balance control for all over or part or the animation. It&#8217;s set to 1.0 by defaut)</span></p>
<p><span style="color:#000000;">5,  You can then add another track, or convert the current track to Transition Track, or load New Clips on the track.</span></p>
<p><span style="color:#000000;">6, Just do whatever you want with the track! Remember, when editing time, if the Trim Clips<img src="http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/images/MED/Zelda-Ref/but/but_mixer_clips_trim.gif" alt="" /> is on, you are trimming the clip. Otherwise you are scaling it.</span></p>
<p><span style="color:#000000;">7, To view the animation on the biped, remember to have the Mixer Mode on.</span></p>
<p><span style="color:#000000;">8, There is a lot you can explore with the Motion Mixer. But finally, before you can export the animation, you need to perform a <strong>mixdown </strong>by:</span></p>
<p><span style="color:#000080;">8.1 Select the Motion Mixer by clicking the biped name (upper left) </span></p>
<p><span style="color:#000080;">8.2 Motion Mixer -&gt; Biped -&gt; Computer Mixdown</span></p>
<p><span style="color:#000080;">8.3 Click the Mixdown to make it active</span></p>
<p><span style="color:#000080;">8.4 Biped-&gt; Copy Mixdown to Biped</span></p>
<p><span style="color:#000080;">8.5 Turn off the Mixer Mode</span></p>
<p><span style="color:#000000;">Now you have your animation!</span></p>
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		<title>Scale a rigged character in 3dsMax</title>
		<link>http://sylviaucl.wordpress.com/2010/05/06/scale-a-rigged-character/</link>
		<comments>http://sylviaucl.wordpress.com/2010/05/06/scale-a-rigged-character/#comments</comments>
		<pubDate>Thu, 06 May 2010 15:55:33 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[3ds Max]]></category>

		<guid isPermaLink="false">http://sylviaucl.wordpress.com/?p=112</guid>
		<description><![CDATA[Scaling: (might not work if you have IK. Also in my case all the vertices are rigid) (a) Check the rigging &#8211; making sure it is well rigged: i.e. each mesh is associated with the correct bone. (In my case, I only had rigid vertices) (b) Because you are changing the size/position of the biped, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=112&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Scaling: (might not work if you have IK. Also in my case all the vertices are rigid)</p>
<p>(a) Check the rigging &#8211; making sure it is well rigged: i.e. each mesh is associated with the correct bone. (In my case, I only had rigid vertices)</p>
<p>(b) Because you are changing the size/position of the biped, turn Figure Mode on.</p>
<p>(c) Select the whole skeleton</p>
<p>(d) Right click &#8220;Scale&#8221;, and put the targeted percentage.</p>
<p>(e) All the mesh should &#8220;scale&#8221; together with the bones. So we are done! You might have the Centre of Mass still looking big, which seems to be a bug&#8230;.so just reopen it the problem will disappear.</p>
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		<title>Protected: Diary</title>
		<link>http://sylviaucl.wordpress.com/2010/05/06/daily-note/</link>
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		<pubDate>Thu, 06 May 2010 13:49:42 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
				<category><![CDATA[Work diary]]></category>

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			<content:encoded><![CDATA[<p>This post is password protected. You must visit the website and enter the password to continue reading.</p>
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		<title>Qt C++ and XVR</title>
		<link>http://sylviaucl.wordpress.com/2010/04/09/qt-c-and-xvr/</link>
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		<pubDate>Fri, 09 Apr 2010 11:32:39 +0000</pubDate>
		<dc:creator>sylviaucl</dc:creator>
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		<description><![CDATA[1, Installing Qt: If you have VS2008 installed, all you need is to install the Qt library (for VS2008) as well as the VS add-in. After that you can try to create a simple project and build it. (to be continued)<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=sylviaucl.wordpress.com&amp;blog=2297418&amp;post=101&amp;subd=sylviaucl&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>1, Installing Qt:</p>
<p>If you have VS2008 installed, all you need is to install the Qt library (for VS2008) as well as the VS add-in. After that you can try to create a simple project and build it.</p>
<p>(to be continued)</p>
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