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#xromm — Public Fediverse posts

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  1. FYI for those doing #XROMM, we've now moved everything over to github: github.com/XROMMPackages

  2. Excited to say the #XROMM toolkit for #blender (#b3d) is now accepted into the extensions repository. That means it's as easy to install as opening settings, going to addons, typing "xromm", and clicking install:

  3. v0.9 of the #XROMM tools for #Blender is now released on GitHub: github.com/pfalkingham/XROMM_B

    I've implemented everything I initially wanted to, and now all I want before a proper v1.0 release is testing to make sure there's no bugs. If you do XROMM and know blender, give it a try and let me know how it goes.

    GitHub page has a wiki for instructions.

  4. My first release of #XROMM toolkit for Blender (#b3d) is now out, v0.1: github.com/pfalkingham/XROMM_B

    Not everything implemented yet, but you can:
    import cameras + image planes
    Apply rigid body transforms to objects
    Create axes w/ locators
    Calculate relative motion between objects.

    Youtube video run through here: youtu.be/zRH4XBChrgA

  5. New paper on #hominid footprints, limb kinematics, and feet, out now in NatEcolEvo: nature.com/articles/s41559-022

    We used #XROMM and #DEM #Simulation to view and model the foot sediment interaction.

    The arch in early hominid tracks likely does _not_ reflect anatomy, but does inform about kinematics