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	<title>
	Comments on: UI&#8217;s with too many options	</title>
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	<description>Blog of Rob Galanakis (@robgalanakis)</description>
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		<title>
		By: Juan		</title>
		<link>https://www.robg3d.com/2012/02/uis-with-too-many-options/#comment-8192</link>

		<dc:creator><![CDATA[Juan]]></dc:creator>
		<pubDate>Tue, 14 Feb 2012 02:02:40 +0000</pubDate>
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					<description><![CDATA[I completely agree with you. I was recently working with a game engine that used 3 different model formats. Instead of letting the artists pick which type to export, I used the objects in the export set to figure it out. Several other options like vertex colors, tangents, binormals, and shader propeties were all determined by the export set. This let the artists concentrate on the art, and just press a single button to update the game asset.]]></description>
			<content:encoded><![CDATA[<p>I completely agree with you. I was recently working with a game engine that used 3 different model formats. Instead of letting the artists pick which type to export, I used the objects in the export set to figure it out. Several other options like vertex colors, tangents, binormals, and shader propeties were all determined by the export set. This let the artists concentrate on the art, and just press a single button to update the game asset.</p>
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