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<channel>
	<title>just Joshing &#187; maxscript</title>
	<atom:link href="http://www.just-joshing.com/tag/maxscript/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.just-joshing.com</link>
	<description>in 3D!</description>
	<lastBuildDate>Tue, 24 Aug 2010 16:32:56 +0000</lastBuildDate>
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		<title>ramRender.</title>
		<link>http://www.just-joshing.com/2010/05/11/ramrender/</link>
		<comments>http://www.just-joshing.com/2010/05/11/ramrender/#comments</comments>
		<pubDate>Tue, 11 May 2010 15:56:42 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[maxscript]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[ram player]]></category>
		<category><![CDATA[ramrender]]></category>
		<category><![CDATA[rendering]]></category>

		<guid isPermaLink="false">http://www.just-joshing.com/?p=548</guid>
		<description><![CDATA[
ramRender will load both the previous render and the new render into the Ram Player for easy comparison. ramRender is written in Maxscript and is compatible with Max 2009 upwards.
*** Beta ***

Download the ramRender script here

Changelog:
 - 24/08/10	RamRender no longer disables the RFW.
 – 11/05/10	unleashed unto the world!
ramRender is intended as a tool to enable [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.just-joshing.com/wp-content/uploads/2010/05/big_merino1.jpg" class="floatbox" rev="group:548 caption:`ramRender`"><img class="alignnone size-thumbnail wp-image-587" title="ramRender" src="http://www.just-joshing.com/wp-content/uploads/2010/05/big_merino1-400x160.jpg" alt="ramRender" width="400" height="160" /></a></p>
<p>ramRender will load both the previous render and the new render into the Ram Player for easy comparison. ramRender is written in Maxscript and is compatible with Max 2009 upwards.</p>
<pre>*** Beta ***

Download the ramRender script <a href="http://just-joshing.com/files/JN_RamRender.mzp">here</a>

<em>Changelog:
 - 24/08/10	RamRender no longer disables the RFW.
 – 11/05/10	unleashed unto the world!</em></pre>
<p>ramRender is intended as a tool to enable you to compare two version of a rendering. Simply click the ramRender button to activate, and it will then monitor the renderer. When you next hit render, the current image in the Render Frame Window (RFW) will be stored, and then displayed in the Ram Player together with the new rendering. You can then slide the splitter left and right to see the difference between the two renderings.</p>
<p><span id="more-548"></span></p>
<h4>Features.</h4>
<p>To access the options panel, hold Shift and click the ramRender button.</p>
<p>&#8216;monitor renderer&#8217; &#8211; This indicates that ramRender is monitoring the renderer. Toggle the toolbar button to turn this on or off.</p>
<p>&#8216;remember current render&#8217; &#8211; Activate this, and ramRender will remember the image in the RFW and always display this in the left channel of the Ram Player.</p>
<p>&#8216;load image file&#8217; &#8211; Click this button to choose an image to load into the left channel of the Ram Player instead of a rendering.</p>
<p><a href="http://www.just-joshing.com/wp-content/uploads/2010/05/ramrender-screenshot1.jpg" class="floatbox" rev="group:548"><img class="size-full wp-image-551" src="http://www.just-joshing.com/wp-content/uploads/2010/05/ramrender-screenshot1.jpg" alt="screenshot of ramRender in max 2010" width="395" height="285" /></a></p>
<h4>Installation.</h4>
<p>1. drop the mzp package onto the 3DsMax viewport</p>
<p>2. press the button &#8216;install ramRender&#8217;</p>
<p>3. close the installer window</p>
<p>4. right-click the toolbar and choose &#8216;customize&#8217;</p>
<p>5. choose the category &#8216;JN scripts&#8217;</p>
<p>6. drag the script &#8216;When active RamRender&#8230;&#8217; onto your toolbar, perhaps next to your render button</p>
<p>7. re-start Max</p>
<p>You can un-install ramRender any time by running the installer mzp package.</p>
<h4>Q&amp;A</h4>
<p>q: what version of 3DsMax does ramRender work with?</p>
<p>a: The earliest version that will work is 3DsMax9, this is because ramRender relies on Maxscript code that was introduced with v9. I have tested it successfully on Max 2009, 2010, and 2011</p>
<p>q: how come there is another ram Player every time I render?</p>
<p>a: Autodesk have not made many controls of the Ram Player available to Maxscript, and this is as much as I could do</p>
<p>q: I would like a feature added or change, is that possible?</p>
<p>a: Yes, if you have some suggestions about how to improve ramRender then I&#8217;m all ears. Please comment below</p>
<p>q: What renderers is ramRender compatible with?</p>
<p>a: ramRender is compatible with any renderer that uses the 3DsMax render frame window. This means that it is compatible with VRay, but not the VRay frame buffer. Users of the VRay frame buffer will be able to use the built in VRay Frame buffer History tool that comes with VRay.</p>
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		<item>
		<title>scene explorer expansion pack.</title>
		<link>http://www.just-joshing.com/2009/06/24/scene-explorer-expansion-pack/</link>
		<comments>http://www.just-joshing.com/2009/06/24/scene-explorer-expansion-pack/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 10:46:20 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[maxscript]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[MXS]]></category>
		<category><![CDATA[scene explorer]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://www.just-joshing.com/?p=180</guid>
		<description><![CDATA[requirements: 3ds max 2008, 2009, 2010
Download the new scene explorer expansion pack here. 

 Changelog:
&#8211; 26/06/09	updated the script to work with VRay and Maxwell camera properties.
&#8211; 13/07/09	introduced a version check, and validated the code for max2009. Note that max2009 doesn&#8217;t allow you re-name the properties so it may look a little confusing.
&#8211; 17/08/09	Added a check [...]]]></description>
			<content:encoded><![CDATA[<p><strong>requirements: 3ds max 2008, 2009, 2010</strong></p>
<h3><strong><a href="http://www.just-joshing.com/files/scene_explorer_presets1.2.mzp">Download the new scene explorer expansion pack here</a>. </strong></h3>
<p></p>
<address> Changelog:<br />
&#8211; 26/06/09	updated the script to work with VRay and Maxwell camera properties.<br />
&#8211; 13/07/09	introduced a version check, and validated the code for max2009. Note that max2009 doesn&#8217;t allow you re-name the properties so it may look a little confusing.<br />
&#8211; 17/08/09	Added a check to see if you&#8217;re loading from a previous version of max and re-loads the scene explorers if you are.<br />
&#8211; 02/10/09	Changed the setting in the camera and light lister to show hidden and frozen objects.<br />
&#8211; 22/01/10	v1.2	fixed a bug that was stopping the camera columns from loading correctly.</address>
<h3><strong><a href="http://www.just-joshing.com/files/scene_explorer_presets1.0.mzp">Download the original scene explorer expansion pack here</a>.</strong></h3>
<p>Please read the article here for more information about using the <a href="http://www.just-joshing.com/2009/06/24/scene-explorer-and-containers-as-a-nested-layer-manager/" target="_self">scene explorer and containers as a nested layer manager</a>.</p>
<p><a href="http://www.just-joshing.com/wp-content/uploads/2009/06/cameras.jpg" class="floatbox" rev="group:180 caption:`A screengrab of the camera scene explorer.`"><img class="size-thumbnail wp-image-217" title="A screengrab of the camera scene explorer." src="http://www.just-joshing.com/wp-content/uploads/2009/06/cameras-400x177.jpg" alt="A screengrab of the camera scene explorer." width="400" height="177" /></a><br />
<span id="more-180"></span><br />
- Introduction<br />
- Contents<br />
- Installation<br />
- Usage<br />
- Conclusion<br />
- Known issues</p>
<h6><strong>Introduction.</strong></h6>
<p>The scene explorer expansion pack is a set of scene explorer presets and scripts for use in 3ds Max 2010 to enhance the scene explorer capabilities. It contains a set of useful explorers like a light lister and a camera lister, and also some tools to help migrate you to using containers instead of the Max layer system and XRefs.</p>
<h3><strong>Contents.</strong></h3>
<p>The scene explorer expansion pack contains the following items;</p>
<p>- scene explorer columns camera expansion,<br />
- scene explorer saved presets, containers, camera lister, and a light lister<br />
- convert layers to containers MXS script<br />
The camera expansion script must be installed to show the cameras explorer properly.</p>
<h3><strong>Installation.</strong></h3>
<p>- Download the mzp package from the link above<br />
- Either run it from your maxscript drop down menu or drop it onto your viewport.<br />
- Choose <em>customize | customize user interface </em>from the max drop down menus<br />
- Select <em>Toolbars </em>from the tabs at the top of the dialog<br />
- Press select to create a new toolbar and name is &#8216;Scene explorers&#8217;<br />
- Select the category : JN Scripts<br />
- Drag the three Scene explorer scripts onto the new toolbar. Max will need to be re-started for the icons to display correctly<br />
- Drag the script &#8216;Convert layers to containers&#8217; to the toolbar<br />
- Place the toolbar wherever you would like it live<br />
- re-start Max</p>
<h3><strong>Usage.</strong></h3>
<h5>scene explorer saved presets.</h5>
<p>The scene explorer saved presets consist of three scene explorers. These will appear under <em>tools | saved scene explorers</em> and are available whenever you start max. They are easily made yourself, and are just presets to get your started.</p>
<h6>- containers.</h6>
<p>This scene explorer is intended for use as an advanced layer manager instead of the existing Max layer manager. It&#8217;s feature list comes from the Max containers and scene explorer features and include:</p>
<p>- nested layers<br />
- drag and drop objects<br />
- import and export layers (containers)<br />
- rename layer<br />
- change multiple parameters at once<br />
- interchangeable columns / parameters<br />
- the ability to cache layers in the viewport for performance enhancement<br />
- the ability to cache layers in memory for better memory management<br />
- collaborative working and editing. Share you layers with other people</p>
<h6>- cameras.</h6>
<p>This scene explorer is a camera lister. It displays only cameras and camera properties. You can edit multiple parameters and objects simultaneously. Currently it will only work with standard Max cameras.</p>
<p><span style="text-decoration: line-through;">The next update will include VRay cameras and Maxwell camera properties.</span></p>
<p>I have now updated the script to include VRay and Maxwell camera properties. Please download again<span style="text-decoration: line-through;"> </span>and overwrite the previous installation to update it.</p>
<p>I intend to update this to include Brazil and Final Render cameras but since I don&#8217;t use / own these renderers I cannot include them without a little help. If you like, you can post to tell me the camera properties by selectiing a brazil / FR camera, and typing;</p>
<pre> show $</pre>
<p>in the maxscript listener. Then post the results and I&#8217;ll update the script. Alternatively you can do this yourself by following the instructions below under <em>camera columns expansion script.</em></p>
<h6>- lights.</h6>
<p>This scene explorer is a light lister. It is intended to replace the existing light lister. It displays only lights and light properties. You can edit multiple parameters and objects simultaneously. This scene explorer is easily made yourself.</p>
<h5><strong>camera columns expansion script.</strong></h5>
<p>The script is loaded at Max run-time. It adds a set of commonly used camera parameters to the scene explorer such as the lens FOV and mm. You can add new columns within the scene explorer as per usual. The new columns available are (FOV, mm, show ranges, near range, far range, show horizon, show cone, orthographic projection). You can add more parameters to this file by editing it. It can be found in the directory:</p>
<p><em>&#8230;3ds Max Design 2010ScriptsStartupJN_sceneexplorer_add_camera_columns.ms</em></p>
<h5>convert layers to containers MXS script.</h5>
<p>This script will convert max layers into containers so you can update old files or process imported DWG or DXF files. Select the objects whose layers you want to convert and execute the script. Of course I would save your file before doing tihs. The script will not modify existing layers.</p>
<h3><strong>Conclusion.</strong></h3>
<p>I think it&#8217;s important to note that the intention of this pack is to promote a new work flow in Max and doesn&#8217;t actually offer anything more than is already available in Max. It simply packages and presents it is an easy to use way. The new containers feature in max offers many things that people have been requesting for a long time. What it doesn&#8217;t do is to promote itself in a way so that people know that these features are here.</p>
<h3><strong>Known issues.</strong></h3>
<p>There are one or two things that need to be updated. I&#8217;ll do my best to list them here.</p>
<h5>1. No scene explorers on loading files from previous versions. THIS ISSUE IS NOW FIXED IN THE BETA</h5>
<p>3ds Max saves scene explorers with files, so it is possible that you could load a file that doesn&#8217;t have any scene explorers at all, even the expansion pack. I&#8217;ll be working to fix this but you can fix it yourself by following these steps;</p>
<p>1- from the drop down menu: <em>Tools | manage scene explorers</em>.<br />
2- Delete the lights and cameras scene explorers if they’re listed (ie, if you have the scene explorers installed for 3ds Max 2009)<br />
3- Click ‘Load’ and load each of the explorers containers, lights, and cameras.</p>
<p>I&#8217;ll work at fixing isues as soon as possile.</p>
<p>Please post any comments or requests and I&#8217;ll do my best to help.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>maxscript align tools.</title>
		<link>http://www.just-joshing.com/2009/06/04/maxscript-align-tools/</link>
		<comments>http://www.just-joshing.com/2009/06/04/maxscript-align-tools/#comments</comments>
		<pubDate>Thu, 04 Jun 2009 09:59:17 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[maxscript]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[align]]></category>
		<category><![CDATA[align to 3 points]]></category>
		<category><![CDATA[align to mesh edge]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://www.just-joshing.com/?p=61</guid>
		<description><![CDATA[While I was in Utrecht, Ken Pimental was asked what features we think should be added to Max. Someone asked for the ability to align an object to three points.
This script has been in my toolbox for a long time, so I’ve taken it out, polished it up, and partnered it with a friend. There [...]]]></description>
			<content:encoded><![CDATA[<p>While I was in Utrecht, Ken Pimental was asked what features we think should be added to Max. Someone asked for the ability to align an object to three points.</p>
<p>This script has been in my toolbox for a long time, so I’ve taken it out, polished it up, and partnered it with a friend. There are probably other scripts out there that will do this for you but I hope you will find mine intuitive and easy to use.</p>
<p>Ladies and gentlemen I give to you Align Tools</p>
<p>Download <a href="http://www.just-joshing.com/files/JN_Align_tools.mzp"><strong>here</strong></a></p>
<p><img class="size-full wp-image-62" title="image icon for the algin to three points tool." src="http://www.just-joshing.com/wp-content/uploads/2009/06/align_3points24i.png" alt="image icon for the algin to three points tool." width="48" height="24" /><strong> 1. Align to three points</strong></p>
<p>Pick your source objects, activate the tool and then click the three points. Max refuses to show the snap icon after the first click but it will snap correctly.</p>
<p><img src="http://www.just-joshing.com/wp-content/uploads/2009/06/jnalign_to_edge_24i.png" alt="image icon for the algin to edge tool." title="image icon for the algin to edge tool." width="48" height="24" class="size-full wp-image-63" /><strong> 2. Align to an edge</strong></p>
<p>Pick your target object, select and edge in the sub-object and the click the tool. Now either click your source object or right click to have a dummy created along that edge.</p>
<h6><span id="more-61"></span></h6>
<h3><strong>Installation:</strong></h3>
<p>Download the mzp package and drop it into your max viewport.</p>
<p><em>customize | customize user interface</em></p>
<p>choose the <em>JNScripts </em>category and the two tools should be listed. Drag them onto a toolbar. You may need to re-start Max in order to get the icons to show correctly.</p>
<p>If I can think of any more then I will expand the toolbox. Requests welcomed.</p>
]]></content:encoded>
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		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>maxscript open bitmaps in photoshop.</title>
		<link>http://www.just-joshing.com/2009/06/03/open-bitmaps-in-photoshop/</link>
		<comments>http://www.just-joshing.com/2009/06/03/open-bitmaps-in-photoshop/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 10:08:05 +0000</pubDate>
		<dc:creator>Joshua</dc:creator>
				<category><![CDATA[maxscript]]></category>
		<category><![CDATA[MXS]]></category>
		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.just-joshing.com/?p=46</guid>
		<description><![CDATA[This is an oldie but a goody. Put simply, it is a script that will open 3ds Max material maps in photoshop. I use it in my quad menu. If photoshop isn&#8217;t open, then it will open it for you.
I&#8217;ve recently updated it to work with class instances, a much more efficient and almost foolproof [...]]]></description>
			<content:encoded><![CDATA[<p>This is an oldie but a goody. Put simply, it is a script that will open 3<span><span>ds</span></span> Max material maps in <span><span>photoshop</span></span>. I use it in my quad menu. If <span><span>photoshop</span></span> isn&#8217;t open, then it will open it for you.</p>
<p><span>I&#8217;ve recently updated it to work with class instances, a much more efficient and almost foolproof way of ensuring we get all the maps.</span></p>
<p>It has two methods of functioning.</p>
<p>1. if the material editor is open, it will open all the maps used in the current material</p>
<p>2.if the editor is closed, then it will load all the maps used in the materials of the selected objects.</p>
<p>This is <span>really</span> handy script if you want to quickly adjust some materials maps in <span><span>photoshop</span></span></p>
<p>for installation, just drop the <span><span>mzp</span></span> file onto you max <span><span>viewport</span></span> and then add the script to your quad (or menu, or toolbar!).</p>
<p>customize | customize user interface | category : <span><span>JNScripts</span></span></p>
<p>Download the installation file <a href="http://www.just-joshing.com/files/photoshop_tool_3.2.mzp"><strong>here</strong></a></p>
<h6><span id="more-46"></span></h6>
<p>Here is a run through of what&#8217;s happening under the hood.</p>
<pre>--------------------------------------------------------------------------------
--	Open bitmaps in photoshop
--	version 3.1
--	max version 2008, 2009, 2010
--	written by Joshua Newman
--	written		25/05/04
--	updated 	07/04/09
--	www.joshuanewman.net
--	copyright 2004, 2009
--------------------------------------------------------------------------------

-- if the material editor is open, the current materials bitmaps will be opened in photoshop.
-- otherwise all the bitmaps used in the current selection will be opened.

macroScript Photoshop category:"JN Scripts" tooltip:"Load bitmaps in Photoshop." icon:#("JNpshp",1)
(

	On isEnabled return (Try((Selection.count!=0 and selection[1].material!=undefined) or mateditor.isopen())Catch())
	On isVisible return (Try((Selection.count!=0 and selection[1].material!=undefined) or mateditor.isopen())Catch())
	On Execute Do
	(
		bitmaps=#()
		if mateditor.isopen() then
		(
			a=medit.getcurmtl()
			bitmaps=getClassInstances Bitmaptexture target:a
		) else
		(
			sel=selection as array
			for s in sel do
			(
				if s.material!=undefined then
				(
					newbitmaps=getclassinstances Bitmaptexture target:s.material
					for b in newbitmaps do if (finditem bitmaps b==0) then append bitmaps b
				)
			)
		)
		pshop=CreateOLEObject"Photoshop.Application"
		pshop.Visible=true
		for b in bitmaps do pshop.open b.filename
	)
)</pre>
<p><strong>Step by step.</strong><br />
<span><span>macroscript</span></span> definition.</p>
<pre>macroScript Photoshop category:"JN Scripts" tooltip:"Load bitmaps in Photoshop." icon:#("JNpshp",1)
(</pre>
<p>This defines the script as a macro, this allows you to add it as a keyboard shortcut, quad menu item, drop down menu item, or button on your tool bar.</p>
<pre>	On isEnabled return (Try((Selection.count!=0 and selection[1].material!=undefined) or mateditor.isopen())Catch())
	On isVisible return (Try((Selection.count!=0 and selection[1].material!=undefined) or mateditor.isopen())Catch())</pre>
<p>These two lines whether or not the tool is enabled or visible. For example, if it is in a quad menu, then at least one of these conditions must be met for the tool to be visible; 1. Either the material editor has to be open, 2. at least on object must be selected, 3. the first <span>selected</span> object must have a material.</p>
<pre>	On Execute Do
	(</pre>
<p>Where to start when the script is executed.</p>
<pre>		bitmaps=#()</pre>
<p>let&#8217;s define a variable to hold all the bitmaps we find</p>
<pre>		if mateditor.isopen() then
		(</pre>
<p>Is the material editor open?</p>
<pre>			a=medit.getcurmtl()</pre>
<p>if yes then lets get the currently selected material and place it in a temporary variable &#8216;a&#8217;</p>
<pre>			newbitmaps=getClassInstances Bitmaptexture target:a</pre>
<p>now use the <em><span><span>getClassInstances</span></span> </em>function to get all dependents of the class <em><span><span>Bitmaptexture</span></span></em> and put them into <span>our</span> bitmaps variable. This will now contain an array.</p>
<pre>		) else
		(</pre>
<p><span><span>ok</span></span>, so the material editor isn&#8217;t open then.</p>
<pre>			sel=selection as array</pre>
<p>Let&#8217;s convert the current selection into an array <span>of</span> objects.</p>
<pre>			for s in sel do
			(</pre>
<p>Now iterate through that selection object by object,</p>
<pre>				if s.material!=undefined then
				(</pre>
<p>and check to see if has a material assigned.</p>
<pre>					newbitmaps=getclassinstances Bitmaptexture target:s.material</pre>
<p>get all the bitmaps used in that material into a temporary variable, returns an array.</p>
<pre>					for b in newbitmaps do if (finditem bitmaps b==0) then append bitmaps b</pre>
<p>We then iterate through the array and check to see if the bitmap is already listed and add it if it isn&#8217;t. I&#8217;ve changed this line to remove the <em>appendifunique </em>function since this function was added to Max in version 2008. This will allow my script to work in earlier versions of max.</p>
<pre>				)
			)
		)
		pshop=CreateOLEObject"Photoshop.Application"</pre>
<p>This creates that OLE communication link with <span><span>photoshop</span></span>.</p>
<pre>		pshop.Visible=true</pre>
<p><span style="color: #808080;"> </span>This makes <span><span>photoshop</span></span> visible on the desktop, if it isn&#8217;t already.</p>
<pre>		for b in bitmaps do if (doesfileexist b.filename) then pshop.open b.filename else (print b.filename)</pre>
<p><span style="color: #808080;"> </span>Finally, we iterate through our array of bitmaps and check to see that the filenames are valid before opening them one by one in <span>photoshop</span>.</p>
<pre>	)
)</pre>
<p>Don&#8217;t forget to close your parenthesis!</p>
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