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	<title>Comments on: Understanding FPS, &#8216;one&#8217;s and two&#8217;s&#8217; and output</title>
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	<link>http://www.fabianvercuiel.com/blog/understanding-fps-ones-and-twos-and-output-14.htm</link>
	<description>Insights on the Web, Rich Internet Applications, Design, Animation, Computer Graphics and Art</description>
	<pubDate>Wed,  7 Jan 2009 13:14:37 +0000</pubDate>
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		<title>By: rainplace</title>
		<link>http://www.fabianvercuiel.com/blog/understanding-fps-ones-and-twos-and-output-14.htm#comment-53</link>
		<dc:creator>rainplace</dc:creator>
		<pubDate>Mon, 28 Apr 2008 07:13:56 +0000</pubDate>
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		<description>Thank you very much Fabian for the link to your article from Rainplace!

Being from hand-drawn perspective, the use of one's and two's is something of a daily rountine...but the way all animation works in regard to frame rate does share similar physical qualities.  I've always try to push this issue as a way to experiment for textures especially in CG animation...glad to find common wave lenghts in this regard :)</description>
		<content:encoded><![CDATA[<p>Thank you very much Fabian for the link to your article from Rainplace!</p>
<p>Being from hand-drawn perspective, the use of one&#8217;s and two&#8217;s is something of a daily rountine&#8230;but the way all animation works in regard to frame rate does share similar physical qualities.  I&#8217;ve always try to push this issue as a way to experiment for textures especially in CG animation&#8230;glad to find common wave lenghts in this regard <img src='http://www.fabianvercuiel.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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