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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>MotoGP: crash camera</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/30/motogp-crash-camera.aspx</link><description>The most complicated part of the MotoGP rider animation was the crash sequences. These were controlled by the physics engine, which modeled the rider as a simple sphere, computing how it should slide, tumble, and bounce off obstacles. The animation system</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: MotoGP: crash camera</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/30/motogp-crash-camera.aspx#9387390</link><pubDate>Sun, 01 Feb 2009 05:07:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9387390</guid><dc:creator>snprbob86</dc:creator><description>&lt;p&gt;Mmmmm camera tricks!&lt;/p&gt;
&lt;p&gt;I think every good game designer needs to learn a bit about cinematography :-)&lt;/p&gt;
</description></item><item><title>re: MotoGP: crash camera</title><link>http://blogs.msdn.com/shawnhar/archive/2009/01/30/motogp-crash-camera.aspx#9388790</link><pubDate>Mon, 02 Feb 2009 01:13:59 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9388790</guid><dc:creator>radioact1ve</dc:creator><description>&lt;p&gt;Please keep these tricks coming. Very interesting!&lt;/p&gt;
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