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	<title>stefan david</title>
	
	<link>http://www.stefandavid.com</link>
	<description />
	<lastBuildDate>Sat, 18 Jun 2011 10:12:32 +0000</lastBuildDate>
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		<title>Bio</title>
		<link>http://www.stefandavid.com/posts/bio/</link>
		<comments>http://www.stefandavid.com/posts/bio/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 13:41:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[about]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=768</guid>
		<description><![CDATA[Stefan David &#124; 3d artist It all started with set 367. Modeling and reading technical drawings at the age of five. He loved Lego. By the age of seven he was doing the technic boxes meant for twelve year olds. Thinking he was so smart he later enrolled in university to become an aerospace engineer. [...]]]></description>
			<content:encoded><![CDATA[<p>Stefan David | 3d artist</p>
<p><a class="lightbox" href="http://www.stefandavid.com/wordpress/../images/misc/lego367.jpg"><img class="ngg-singlepic ngg-right" src="http://www.stefandavid.com/wordpress/../images/misc/thumbs/thumbs_lego367.jpg" alt="lego367" /></a>It all started with set 367. Modeling and reading technical drawings at the age of five. He loved Lego. By the age of seven he was doing the technic boxes meant for twelve year olds. Thinking he was so smart he later enrolled in university to become an aerospace engineer. He was headed for a bright and promising future. Unfortunately at the faculty they gave him access to a CAD system where he learned 3d modeling. And he liked it.</p>
<p><img class="alignleft" src="/images/misc/zorroframedb2.jpg" alt="" width="196" height="225" />To get his daily 3d fix he went to the school of Art, Media and Technology. There he joined up with fellow students and produced a demo game. This landed him his first job in the games industry in 1995.</p>
<p>Over the years Stefan has worked for several games and animation studios. He is said to be responsible for ruining the childhood of many children by designing the most annoying cat in Dutch history: Redcat. He has modeled a low poly version of David Hasselhoff&#8217;s perm and got his approval for it. He joined Rare Ltd and dared to eat his steak Medium there. He ate duck feet with the guys from Bungie. He finished first in this year&#8217;s great race to Großarl. He seems to respond better to Wamba than his real name. His real name contains <a title="David von what?" href="http://www.stefandavid.com/posts/davidvonwhat/">29 letters</a>, not 11.</p>
<h4>Skill Set</h4>
<p>Modeling, texturing, rigging, rendering, scripting, creating workarounds, getting stuff to work, optimizing the production pipeline and emitting positive karma on machines.</p>
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		<title>Auto Mapping</title>
		<link>http://www.stefandavid.com/posts/automapping/</link>
		<comments>http://www.stefandavid.com/posts/automapping/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 10:01:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[texturing]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=632</guid>
		<description><![CDATA[This script upgrades Maya&#8217;s auto projection method from a maximum of 12 planes to 31 planes. That is a projection plane at every 30°. This results in less distortion on the uvs. I mainly use this method as a starting point for mapping mechanical / hard surface objects where unfold uvs produces a less desirable [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="/mel/autoMapping/icon.png" alt="" width="32" height="32" />This script upgrades Maya&#8217;s auto projection method from a maximum of 12 planes to 31 planes. That is a projection plane at every 30°. This results in less distortion on the uvs. I mainly use this method as a starting point for mapping mechanical / hard surface objects where unfold uvs produces a less desirable result.</p>
<p><img class="alignnone" src="/mel/autoMapping/example2.png" alt="" width="357" height="176" /><br />
Current version: 1.1 (14 Sep 2008)<br />
<span id="more-632"></span></p>
<h4>installation</h4>
<p>You can download the script here: <a href="/mel/autoMapping/sdv_autoMapping.zip">sdv_autoMapping.zip</a></p>
<p>Windows | Maya 2008</p>
<ul>
<li>Locate your Maya settings directory<code>: My Documents\maya\2008\prefs\</code></li>
<li>Open the downloaded zip file.</li>
<li>Copy the *.mel files to the subdirectory:<code> scripts\</code></li>
<li>Copy the *.bmp files to the subdirectory:<code> icons\</code></li>
<li>Then restart Maya or enter <code>rehash</code> in the Script Editor.</li>
</ul>
<h4>usage</h4>
<p>Select a polygon object or select polygon faces and then enter this command in the Script Editor: <code>sdv_autoMapping</code></p>
<h4>changelog</h4>
<p>v1.1     14 Sep 2008     Added support for multiple objects. Reduced the flickering in the uv window, while it is busy mapping uvs.<br />
v1.0     07 Mar 2007     First version.</p>
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		<title>Crease Slider</title>
		<link>http://www.stefandavid.com/posts/creaseslider/</link>
		<comments>http://www.stefandavid.com/posts/creaseslider/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 08:36:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[modeling]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=624</guid>
		<description><![CDATA[This script improves the workflow of making creases on smoothed polygon objects. I wrote this script because I found Maya&#8217;s default workflow for creating creases a bit tedious. With this script you can directly enter a value. You can quickly apply the same value to other components. Interactive editing is still available with the slider. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="/mel/creaseSlider/icon.jpg" alt="" width="32" height="32" />This script improves the workflow of making creases on smoothed polygon objects.</p>
<p>I wrote this script because I found Maya&#8217;s default workflow for creating creases a bit tedious. With this script you can directly enter a value. You can quickly apply the same value to other components. Interactive editing is still available with the slider. The window and slider can be resized. It supports creasing of polygon edges and vertices.</p>
<p><img class="alignnone" src="/mel/creaseSlider/window.png" alt="" width="300" height="58" /><br />
Current version: 1.0 (21 Aug 2008)<br />
<span id="more-624"></span></p>
<h4>installation</h4>
<p>You can download the script here: <a href="/mel/creaseSlider/sdv_creaseSlider.zip">sdv_creaseSlider.zip</a></p>
<p>Windows | Maya 2008</p>
<ul>
<li>Locate your Maya settings directory<code>: My Documents\maya\2008\prefs\</code></li>
<li>Open the downloaded zip file.</li>
<li>Copy the *.mel files to the subdirectory:<code> scripts\</code></li>
<li>Copy the *.bmp files to the subdirectory:<code> icons\</code></li>
<li>Then restart Maya or enter <code>rehash</code> in the Script Editor.</li>
</ul>
<h4>usage</h4>
<ol>
<li>Enter the following command in the Script Editor: <code>sdv_creaseSlider</code></li>
<li>Create a polygon object and enable Smooth Mesh (press 3).</li>
<li> Select an edge or vertex.</li>
<li>In the CreaseSlider window drag the slider or enter a value.</li>
</ol>
<p>Note: Currently this script supports only one object at a time.</p>
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		<title>Xform UV</title>
		<link>http://www.stefandavid.com/posts/xformuv/</link>
		<comments>http://www.stefandavid.com/posts/xformuv/#comments</comments>
		<pubDate>Tue, 07 Jun 2011 14:30:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[texturing]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/wordpress/?p=31</guid>
		<description><![CDATA[XformUV is a small sized UV editing tool with some very powerful functions. Current version: 2.7.0 (3 Nov 2008) Move This was the main reason for creating this script. I needed a method of quickly giving UVs an offset of 1. This is useful for temporarily moving UVs out of the way or for moving [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-190 alignleft" title="xformuv" src="/mel/xformuv/icon.png" alt="" width="32" height="32" />XformUV is a small sized UV editing tool with some very powerful functions.<br />
Current version: 2.7.0 (3 Nov 2008)</p>
<h4>Move</h4>
<p><img class="alignright" src="/mel/xformuv/move.png" alt="" width="252" height="128" />This was the main reason for creating this script. I needed a method of quickly giving UVs an offset of 1. This is useful for temporarily moving UVs out of the way or for moving overlapping UVs out of the 0-1 range. Overlapping UVs can result in artifacts when baking textures (shadow maps, occlusion, 3d textures, normal maps). By moving them out of the 0-1 range they are not used by the baking process. With an offset of exactly 1 the textures on the UVs appear unchanged.<span id="more-31"></span></p>
<p><strong>Calc: UV Difference</strong> &#8211; This function can be found in the popup menu to the right. It measures the distance between two UVs for the U and V value.</p>
<p><strong>Change Precision</strong> &#8211; This changes the number of decimals on the text fields. It only affects the display. The internal calculations use a 15 digit precision.</p>
<h4>Rotate</h4>
<p><img class="alignright" src="/mel/xformuv/rotate.png" alt="" width="252" height="160" />This rotate tool has a bunch of presets in the popup menu and you can specify a custom pivot position.</p>
<p><strong>Quick Presets</strong> &#8211; These 8 buttons perform the rotate instantly. The presets found in the popup menu to the far right only copy their value to the text field and do not perform the rotate.</p>
<p><strong>Calc: UV Angle</strong> &#8211; This utility can be found in the popup menu and calculates the angle between two UVs. This can be used for straightening out rotated parts.</p>
<p><strong>Set Pivot</strong> &#8211; Here you can specify a custom pivot point. By default the UVs rotate around their center point. The popup menu contains presets and functions.</p>
<h4>Scale</h4>
<p><img class="alignright" src="/mel/xformuv/scale.png" alt="" width="252" height="182" />The scale tool is very similar to the rotate tool. It has presets in the popup, it has quick presets and you can specify a custom pivot position.</p>
<p><strong>Mirror U / V</strong> &#8211; This mirrors UVs with the option to specify a pivot point. By default it mirrors around its center.</p>
<p><strong>Divide Values</strong> (1 / Value) &#8211; This seemingly obscure functionality can be found in the upper popup menu. With this you can rescale something back to its original size. For instance 400% becomes 25%. It can also be used to obtain fractions. For instance if you divide 16 it becomes 1/16, which is 0.0625.</p>
<h4>Extras</h4>
<p><img class="alignright" src="/mel/xformuv/extras.png" alt="" width="252" height="228" />I have collected some of my other UV editing scripts and put them in here. If you right click on the buttons you can copy them to your shelf.</p>
<p><strong>Orient Shells</strong> &#8211; This function tries to straighten the orientation of your selected UV shells. It treats each shell separately. The straightening is done by looking at the bounding box size of a shell. With most shapes this seems to work. This script works faster if you select less UVs per shell. This is noticeable with high UV counts (10k+). Ideally you only need to select one UV per shell.</p>
<p><strong>Orient Single</strong> &#8211; This orients a single UV shell. It skips the shell definition pass which can be time consuming on high polygon objects. Recommended if you only want to orient a few shells that have a lot of UVs.</p>
<p><strong>Stack Shells</strong> &#8211; This puts UV shells exactly on top of each other.</p>
<p><strong>Center UVs</strong> &#8211; This moves the selected UVs as a whole to the center (0.5, 0.5).</p>
<p><strong>Align UV Shells</strong> &#8211; This aligns UV shells to each other.<br />
Just like with Orient Shells you will get a faster performance if you select less UVs per shell.</p>
<p><strong>Flatten UVs</strong> &#8211; This flattens UVs to their minimum, maximum or center.</p>
<h4>Installation</h4>
<p>You can download this script <a href="/mel/xformuv/sdv_xformUV.zip">here</a> or get it from <a title="download" href="http://www.creativecrash.com/maya/downloads/scripts-plugins/c/sdv_xformuv--2" target="_blank">Creative Crash</a>.</p>
<p>Windows | Maya 2008</p>
<p>Copy the scripts (.mel) from the zip to this directory:<br />
<code>My Documents/maya/2008/scripts/</code></p>
<p>Copy the icons (.bmp) to this directory:<br />
<code>My Documents/maya/2008/prefs/icons/</code></p>
<p>Then restart Maya or type <code>rehash</code> in the script editor.</p>
<h4>Usage</h4>
<p>To run this script enter the following command in the script editor: <code>sdv_xformUV</code></p>
<p>If you wish to install a button on your current shelf then enter the following command:<br />
<code>sdv_shelfButton("sdv_xformUV", "sdv_xformUV", "sdv_xformUV.bmp")</code></p>
<h4>Version History</h4>
<p>v2.7 &#8211; 03 Nov 2008 &#8211; Added Center, Flatten and Orient.<br />
v2.6 &#8211; Added Align UV Shells.<br />
v2.5 &#8211; Added Stack UV Shells. Created a more streamlined UI.<br />
v1.0 &#8211; 07 Jan 2000 &#8211; Created the move section.</p>
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		<title>Align UV Shells</title>
		<link>http://www.stefandavid.com/posts/alignuvshells/</link>
		<comments>http://www.stefandavid.com/posts/alignuvshells/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 11:55:09 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[texturing]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=722</guid>
		<description><![CDATA[With this tool you can align your selected UV shells. &#160; Current version: 1.0 (22 Jun 2008) Note: This is script is now also included in the xformUV editor. installation You can download the script here: sdv_alignUvShells.zip Windows &#124; Maya 2008 Locate your Maya settings directory: My Documents\maya\2008\prefs\ Open the downloaded zip file. Copy the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="/mel/alignUvShells/icon.png" alt="" width="32" height="32" />With this tool you can align your selected UV shells.</p>
<p>&nbsp;</p>
<p><img class="alignnone" src="/mel/alignUvShells/window.png" alt="" width="226" height="70" /></p>
<p>Current version: 1.0 (22 Jun 2008)<br />
Note: This is script is now also included in the <a href="http://www.stefandavid.com/posts/xformuv/">xformUV</a> editor.<br />
<span id="more-722"></span></p>
<h4>installation</h4>
<p>You can download the script here: <a href="/mel/alignUvShells/sdv_alignUvShells.zip">sdv_alignUvShells.zip</a></p>
<p>Windows | Maya 2008</p>
<ul>
<li>Locate your Maya settings directory<code>: My Documents\maya\2008\prefs\</code></li>
<li>Open the downloaded zip file.</li>
<li>Copy the *.mel files to the subdirectory:<code> scripts\</code></li>
<li>Copy the *.bmp files to the subdirectory:<code> icons\</code></li>
<li>Then restart Maya or enter <code>rehash</code> in the Script Editor.</li>
</ul>
<h4>usage</h4>
<p>Enter the following code in the Script Editor: <code>sdv_alignUvShells(0)</code><br />
With the window now open select your UV shells and click on one of the align buttons.</p>
<p>Tip:<br />
There is no need to select all UVs from the shells. The script will actually run faster if you select less UVs per shell. Ideally you only need to select one UV per shell. With high UV counts you will notice the difference.</p>
<p>Commands:<br />
<code>sdv_alignUvShells(0) </code><br />
This opens the main window.</p>
<p><code>sdv_alignUvShells(-1) </code><br />
This installs the main program&#8217;s icon on your current shelf.</p>
<p><code>sdv_alignUvShells(-2) </code><br />
This installs the six align icons on your shelf.</p>
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		<title>Orient UV Shells</title>
		<link>http://www.stefandavid.com/posts/orientuvshells/</link>
		<comments>http://www.stefandavid.com/posts/orientuvshells/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 10:00:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[texturing]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=354</guid>
		<description><![CDATA[This script rotates each uv shell in your selection so that its bounding box is as small as possible. With most shells this results in a straight orientation. Current version: 1.1.0, 22 Jun 2008. Note: This is script is now also included in the xformUV editor. usage Select uvs and enter this in the script [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-190 alignleft" title="xformuv" src="/mel/orientuvshells/icon.png" alt="" width="32" height="32" /> This script rotates each uv shell in your selection so that its bounding box is as small as possible. With most shells this results in a straight orientation.</p>
<p>Current version: 1.1.0, 22 Jun 2008.<br />
Note: This is script is now also included in the <a href="http://www.stefandavid.com/posts/xformuv/">xformUV</a> editor.<br />
<span id="more-354"></span></p>
<h4>usage</h4>
<p>Select uvs and enter this in the script editor: <code>sdv_orientUvShells</code></p>
<p>TIP: The shell definition pass works faster if you select less uvs per shell. This is mainly an issue with very high uv counts (10k+). Ideally you only need to select one uv per shell.</p>
<h4>changelog</h4>
<p>current version: 1.1.0<br />
created: 22 Jun 2008<br />
updated: 29 Sep 2008</p>
<p>Download the script here: <a href="/mel/orientuvshells/sdv_orientUvShells.zip">sdv_orientUvShells.zip</a></p>
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		<title>NumMove</title>
		<link>http://www.stefandavid.com/posts/nummove/</link>
		<comments>http://www.stefandavid.com/posts/nummove/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 09:15:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[modeling]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/?p=642</guid>
		<description><![CDATA[With this tiny tool you can move objects and components. It is good for creating offsets or for temporarily moving parts out of the way. I find this tool of great use for spreading out parts when baking textures (normal maps, light maps). Current version: 1.0 (6 Aug 2001) installation You can download the script [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="/mel/numMove/icon.png" alt="" width="32" height="32" />With this tiny tool you can move objects and components. It is good for creating offsets or for temporarily moving parts out of the way. I find this tool of great use for spreading out parts when baking textures (normal maps, light maps).</p>
<p><img class="alignnone" src="/mel/numMove/window.png" alt="" width="98" height="140" /></p>
<p>Current version: 1.0 (6 Aug 2001)<br />
<span id="more-642"></span></p>
<h4>installation</h4>
<p>You can download the script here: <a href="/mel/numMove/sdv_numMove.zip">sdv_numMove.zip</a></p>
<p>Installation (Maya 2008  |  Windows)<br />
• 	Copy the scripts (.mel) from the zip to this directory:<br />
<code>My Documents/maya/2008/scripts/</code><br />
• 	Copy the icons (.bmp) to this directory:<br />
<code>My Documents/maya/2008/prefs/icons/</code><br />
• 	Then restart Maya or type <code>rehash</code> in the script editor.</p>
<p>To run the script enter the following in the script editor: <code>sdv_numMove</code></p>
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		<title>David von what?</title>
		<link>http://www.stefandavid.com/posts/davidvonwhat/</link>
		<comments>http://www.stefandavid.com/posts/davidvonwhat/#comments</comments>
		<pubDate>Thu, 26 May 2011 18:05:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[about]]></category>

		<guid isPermaLink="false">http://www.stefandavid.com/wordpress/?p=220</guid>
		<description><![CDATA[David von Franquemont. Yes, that is my last name. No, the whole thing. Yes indeed, that&#8217;s quite a name. Royalty? No I don&#8217;t believe so. You spell that as d-a-v-i-d&#8230; It doesn&#8217;t fit on the form? You would like to remove the spaces to make it fit? Perhaps you could try looking under D, not [...]]]></description>
			<content:encoded><![CDATA[<p>David von Franquemont. Yes, that is my last name. No, the whole thing. <span id="more-220"></span>Yes indeed, that&#8217;s quite a name. Royalty? No I don&#8217;t believe so. You spell that as d-a-v-i-d&#8230; It doesn&#8217;t fit on the form? You would like to remove the spaces to make it fit? Perhaps you could try looking under D, not F? No, for the last time, David is not my first name.</p>
<p><img class="alignright" title="Franquemont Crest" src="/images/misc/franquemont_crest.gif" alt="" />Having a weird name is fun when you are still a child. Later it just becomes tiresome. Having to spell the name over the phone, people calling you by the wrong name, receiving mail with malformed names, getting passes with truncated names.</p>
<p>I decided a while ago to leave out the last part. Just to make life a bit easier. It is not official, so I am still stuck with it on official paperwork. Luckily most of the official things are handled through the internet nowadays.</p>
<p>As expected there is quite some history behind the name. Here is my version of it.</p>
<p>The Franquemont name dates back to the thirteenth century. There used to be a Franquemont <a href="http://maps.google.com/maps?f=q&amp;source=s_q&amp;hl=en&amp;geocode=&amp;q=ruine+franquemont&amp;aq=&amp;sll=47.349989,7.006531&amp;sspn=1.421703,2.191772&amp;ie=UTF8&amp;hq=ruine+franquemont&amp;hnear=&amp;ll=47.252029,6.952715&amp;spn=0.022255,0.050597&amp;t=h&amp;z=15" target="_blank">castle</a> on the border between Switzerland and France. It was destroyed simply because people kept fighting over it. Then there was this Duke who came up with the great idea of creating a <a href="http://en.wikipedia.org/wiki/W%C3%BCrttemberg_Army_(Cape_Regiment)">regiment</a> lead by his offspring. It resulted in five sons that all became high ranked officers. <a href="http://de.wikipedia.org/wiki/Friedrich_von_Franquemont">One</a> of them later joined Napoleon to receive some whoopass at Waterloo in 1815. The <a href="http://de.wikipedia.org/wiki/Kapregiment">regiment</a> was hired by the <a href="http://en.wikipedia.org/wiki/Dutch_East_India_Company">Dutch East India Company</a> and was deployed at the <a href="http://en.wikipedia.org/wiki/Dutch_East_Indies">East Indies</a> (Indonesia). At least one of them got friendly with the locals. The name David was added somewhere along the line. When Indonesia broke free from its Dutch rule in 1949 all foreigners were kicked out and sent back to the Netherlands. This included people with weird names like David von Franquemont.</p>
<p>More information about Franquemont is posted on <a href="http://en.wikipedia.org/wiki/Franquemont">wikipedia</a>.</p>
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