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Along with design and finance, fashion is the city's biggest draw. Its influence spreads to the worlds of publishing, dining, partying and commerce, so you'll be hard pressed to avoid it. What's more, people do actually wear the wacky garments you see paraded at the city's twice-yearly fashion weeks: many a Milan street looks like a photo shoot for Italian Vogue.
But what's di moda in the fashion capital one month becomes 'so last season' the next, which means a wealth of cast-offs at the many outlets and seconds stores; and because styles generally reach London and New York around a year after launch in Italy, if you fly home laden with shopping bags, you'll be up to date for a while yet. Guilds as diverse as jewellers, pasticcerie (speciality bakers) and milliners (who derive their name from the city) have catered to a discerning elite for half a millennium, so quality and choice are superb.
Milan is a haute couture powerhouse, where fashions jump from catwalk to clothes rail in weeks. But unlike the sprawling fashion district in Paris, Milan's boutiques fit into a square known as the Quadrilatero d'Oro ('rectangle of gold'):
D&G accessories, no.2; Fendi, no.9; Prada accessories, no.18; Armani accessories, no.19; D&G woman, no.26; Just Cavalli, no.30; Byblos, no.33; Roberto Cavalli, no.42; Marni, no.50.
Armani Superstore, no.31; Paul Smith, no.32; Armani Casa, no.37.
Missoni, no.2; Trussardi, no.5; Kenzo, no.9; Giorgio Armani, no.9; Chanel, no.10; Moschino, no.12; Gianni Versace, no.14; Gianfranco Ferré, no.15; Barbara Bui, no.17; Miu Miu, no.21; Hermès, no.21; Prada sport, no.21.
La Perla, no.1; Louis Vuitton, no.2; Ralph Lauren, no.4; Bottega Venezia, no.5; Sergio Rossi, no.6; Gucci, no.7; Prada women, no.8; Armani Junior, no.10; Gianni Versace, no.11; Valentino, no.20; Alberta Ferretti, no.21; Christian Dior, no.21.
Even if the price tags are larger than your budget, you can spend many a happy hour admiring the window displays. And if you can only just afford €500 on a pair of Miu Miu boots, rest assured: the shopkeepers will happily accept plastic.
And when you've shopped your heart out, Caffè Baglioni, with its private entrance at via della Spiga 6, is a chic spot to stop. The area is best reached from metro Montenapoleone or San Babila, by bus 61 or 94, or tram 1, 2 or 20.
Another historic shopping spot is the Galleria Vittorio Emanuele II, the glass-roofed arcade near the Duomo. It opened in 1867, which makes it one of the oldest shopping malls in the world. Prada's flagship store has been in business here since 1913, joined more recently by Louis Vuitton and Gucci.
Anyone with a big-brand allergy should head to the smaller, more alternative stores on corso di Porta Ticinese or in Brera. Other zones worth a look are corso Vercelli (the western extension of corso Magenta) and the Isola area, behind Stazione Garibaldi. For the Italian version of high-street shopping, try corso Buenos Aires, via Torino or corso Vittorio Emanuele; many of the shoppers on these streets may still look intimidatingly smart, but head-to-toe Versace is not obligatory.
There are many ways to bag a bargain throughout the city, if you know where to look. Shops selling end-of-season returns, catwalk cast-offs and seconds abound, as do second-hand and vintage clothes boutiques. You'll also find heart-stopping deals in the markets, from Gucci shoes to cashmere jumpers.
The Milanese joke that only tourists shop at the Prada flagship store in the Galleria Vittorio Emanuele II. Locals, on the other hand, prefer the city's many outlet stores, and are prepared to elbow their way through rack after rack of cut-price catwalk fashions to find the best bargains.
Such treasure troves are packed full of end-of-season shop and warehouse returns, stock from boutiques that have closed down, and some factory seconds. There's one drawback: even at discounts of 50-70 per cent, the price tags can still provoke the occasional 'Ouch!' Also, bear in mind that refunds are pretty much unheard of, so try before you buy.
Try the outlets around the corso Vittorio Emanuele II. They employ none too subtle marketing gimmicks to ratchet up the thrill of the hunt, like letting a queue form outside the store, or sealing your handbag inside a special security bag so you're not tempted to snaffle any of the awesome bargains. Serious shopaholics should invest in a copy of the factory outlets bible Scoprioccasioni (www.scoprioccasioni.it; also available in English at Milan's major bookstores), which lists over 1,000 reputable establishments.
Among Milan's best known and longest established outlets is Il Salvagente ('the lifesaver'), which has three floors of top stuff for men and women, all carefully arranged by size and colour; for children there's a separate location called Salvagente Bimbi (Via Balzaretti 28, Easy, 02 2668 0764). Equally worthwhile bargains can be found at discount outlets with more convenient, central locations – places like Dmagazine Outlet, wedged between the full-price stores on the city's main shopping drag. It's small, hot and hectic, with some pricey women's lines (€500 per item for the likes of Miu Miu and Marni) for as little as 20 per cent of their original value. Be prepared to dig deep; for men's lines it's best to try elsewhere.
Basement – housed, as the name suggests, in a cellar – is for women's fashion only. It caters to a more upmarket shopper, and is more boutique, less snakepit. Come here for price slashes of 50-70 per cent on brands including Dolce & Gabbana, Prada and YSL.
Vogue readers on a budget: head for the 10 Corso Como Outlet, a slightly shabbier version of the übercool original store (10 Corso Como), with endless racks of mostly black clothes by Helmut Lang, Chloé, Comme des Garçons et al. But even with prices slashed by half, it's expensive.
Out-of-town outlets: many tourist offices around the lakes keep flyers handy for the big out-of-town outlets. These have many more discounted brand shops under one roof: one example is the mega 250-store Fox Town (+41 (0)848 828 888, www.foxtown.ch) in Mendrisio, just across the Swiss border from Lago di Como.
End-of-season sales: these sales, strictly sanctioned by the local government for a few weeks each January and July, are a bargain hunter's heaven.
Traditionally, Tuesday to Saturday retail hours are 9.30am-12.30pm and 3.30-7.30pm, with a half day on Monday (3.30-7.30pm). The majority of shops still close on Sundays, though fashion stores stay open during the major fairs, and, in these cash-starved times, at other times throughout the year. Few shops in central Milan still close for lunch, but much of the city shuts down in August. Sales take place at state appointed times in January and July.
Non-EU residents can claim back the value added tax ('IVA' in Italian) on purchases totalling over €154.94 from a single store that displays a 'Tax-Free Shopping' sign. To do so, ask for a 'VAT back' form at the moment of purchase, keep your receipts, and pack your unworn new goods at the top of your suitcase (you may have to show them). Then have the receipts stamped at customs when you leave Italy, and hand over your 'VAT back' paperwork. Next, head for a refund centre (those at Malpensa and Linate airports are open 7am-11pm and 6am-10pm daily, respectively); or post the paperwork when you get back home.
There's also a tax-free centre on the basement level of La Rinascente department store, where you can get your cash back before leaving the country (9am-10pm Mon-Sat, 10am-10pm Sun). However, you'll still have to queue to clear documents at the airport. For more details, go to www.globalrefund.com.
While every effort and care has been made to ensure the accuracy of the information contained in this guide, the publisher cannot accept responsibility for any errors it may contain. Before you go out of your way, we strongly advise you to phone ahead and check the particulars.
See all shops in Milan
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Jobstown trial: Six found not guilty of false imprisonment
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Hutch brother sues 'Sunday World' publisher for defamation
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Charges struck out against one of Jobstown trial defendants
- Criminal Court
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Ken Purcell told he is free to go as trial continues for six others
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- June 12, 2017, 00:31
Officials believe the figures under-represent the extent of abuse that exists
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- June 9, 2017, 05:23
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Proceedings understood to involve family home of former Anglo director Tom Browne and wife Diane
Refugees need greater access to employment, says UN
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- June 7, 2017, 01:00
Volker Türk says people of Ireland know well what is meant by flight and migration
No order from DPP to resume inquiry into Anglo auditors
- Financial Services
- June 5, 2017, 05:00
Criticisms of EY audit 'incompetence' disclosed at FitzPatrick trial in absence of jury
Women in legal and medical jobs face more 'bias and bullying'
- Irish News
- June 1, 2017, 13:04
Just 16% of senior counsel and 29% of hospital consultants are women, conference told
Joan Burton could easily have have left Jobstown protest on foot, court told
- High Court
- May 31, 2017, 15:21
Accused told gardaí the cars were detained by protesters, not the people in them
Call for more rights for children of parents who die without will
- Crime & Law
- May 30, 2017, 00:01
Law Reform Commission report recommends changes to Succession Act
Jobstown trial garda: Paul Murphy 'smiling and chuckling'
- Criminal Court
- May 29, 2017, 13:56
Garda tells court he was verbally abused for helping woman who stumbled
'Get Seánie': The prosecution of Seán FitzPatrick
- Crime & Law
- May 27, 2017, 06:00
The former Anglo boss has been acquitted in court again following a 'biased' investigation
ODCE paid €300,000 to experts in FitzPatrick trial
- Crime & Law
- May 27, 2017, 01:00
Judge ruled audit specialist could not give testimony as proposed evidence 'irrelevant'
Jobstown trial: Garda says TD and councillor were 'clearly in control'
- Criminal Court
- May 26, 2017, 13:27
Richard Hansen says Paul Murphy and Michael Murphy could have opted to 'walk away'
Seán FitzPatrick acquittal raises questions for key State agencies
- Crime & Law
- May 24, 2017, 21:00
Significant number of issues emerge for those linked to 'biased' and 'partisan' inquiry
Former head of ODCE declines to comment on FitzPatrick case
- Crime & Law
- May 24, 2017, 20:00
ODCE says it has undergone 'significant change' since Paul Appleby's time in charge
Judge directs jury to acquit Seán FitzPatrick on all charges
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- May 24, 2017, 11:43
ODCE investigation into former Anglo Irish Bank chairman strongly criticised in ruling
State agency under pressure over Seán FitzPatrick inquiry
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- May 24, 2017, 01:00
Judge found the ODCE set out to 'construct a case' against the former Anglo chairman
The banker, the investigator and the shredding of documents
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- May 23, 2017, 21:17
Kevin O'Connell's destruction of paperwork played role in Seán FitzPatrick's acquittal
FitzPatrick always appeared a little bitter at treatment
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- May 23, 2017, 21:00
Former banker spent considerable amount of time in criminal courts of justice
No criminal inquiry into shredding of files in Seán FitzPatrick case
- Crime & Law
- May 23, 2017, 20:00
Counsel for ex-Anglo boss said solicitor not investigated as he was 'too important to the State'
Shredding played key role in downfall of FitzPatrick inquiry
- Circuit Court
- May 23, 2017, 17:30
Legal adviser 'taken aback' by Garda Commissioner's note about witness statements
Ex-Anglo chief Seán FitzPatrick acquitted in long-running loans case
- Circuit Court
- May 23, 2017, 11:46
'As you can appreciate it's a wonderful day for me and my family'
Lifting of Garda privilege turns tribunal spotlight on journalists
- Crime & Law
- May 20, 2017, 00:00
Commissioner, predecessor and head of press office release privilege for tribunal
Changes to judicial appointments will do 'long-term harm'
- Crime & Law
- May 18, 2017, 18:42
Mr Justice Patrick McCarthy says Government's proposals are wrong in principle
New Border: 'Car stop and search isn't going to happen'
- Economy
- May 18, 2017, 11:26
Senior Revenue official says Border controls could be automated 'without customs points'
Jobstown trial: Garda says protest most hostile he had seen
- Circuit Court
- May 17, 2017, 15:05
Officer says demonstrators had been 'deferring' to Solidarity TD Paul Murphy
Ibrahim Halawa trial in Egypt adjourned again
- Crime & Law
- May 17, 2017, 10:28
Irishman (21) fears for his health and safety after four years in a Cairo prison
Charleton tribunal appoints two investigators
- Crime & Law
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Garda whistleblower inquiry is to present a preliminary report by Wednesday
Jobstown protesters held 'democratic vote' on letting Burton go
- Circuit Court
- May 15, 2017, 13:43
Garda says TD Paul Murphy tried to calm crowd down but was told to mind own business
Christian Brothers agree to transfer lands worth €100m
- Education
- May 13, 2017, 01:00
Half proceeds from future sales of these lands will go to State
Christian Brothers €100m land transfer offer 'similar' to 2013 plan
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- May 13, 2017, 01:00
Order wants contribution credited as part of €1.5bn redress scheme
Former AIB executive had debts up to €95m, court hears
- Commercial Property
- May 12, 2017, 06:16
Promontoria seeking summary judgments of €8m against John Hughes and two others
Trial of Ibrahim Halawa in Egypt delayed for 23rd time
- Irish News
- May 9, 2017, 18:16
Minister says ambassador met Irish citizen on Sunday and work to secure release ongoing
Zappone rang gardaí as she was 'scared' for Burton's safety, Jobstown trial told
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- May 9, 2017, 16:57
Court hears then-tánaiste was in car surrounded by people banging on it and chanting
Angela Kerins to appeal finding in case against Dáil committee
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- May 8, 2017, 22:06
State likely to appeal costs decision in case of ex-Rehab boss which are estimated at over €700,000
Jobstown trial: ex-adviser to Minister says throwing eggs not acceptable
- Circuit Court
- May 8, 2017, 13:54
Karen O'Connell says she was 'very frightened for three and a half hours, crying at times'
Former AG criticises Ross for 'mischaracterising' judges
- Crime & Law
- May 8, 2017, 01:00
Paul Gallagher says new judicial appointments regime 'unnecessarily politicised'
Jobstown trial: ex-Burton adviser regrets 'f***king dregs' phrase
- Circuit Court
- May 5, 2017, 14:17
Karen O'Connell rejects suggestion video clips are at odds with her evidence
'I was petrified': Joan Burton's adviser testifies in Jobstown case
- Circuit Court
- May 4, 2017, 17:43
Karen O'Connell tells court of a protester grabbing the collar of her coat
Time concerns raised with Tánaiste over proposed legal services Act
- Crime & Law
- May 4, 2017, 15:56
Members claim transfer of functions should not come before new authority has necessary resources
Jobstown trial: 'Vile abuse' sees women politicians shy away from social media
- Circuit Court
- May 4, 2017, 13:07
Joan Burton tells court she has someone 'clean up' her social media before she sees it
Bar Council highlights Brexit opportunities for Irish lawyers
- Crime & Law
- May 4, 2017, 00:01
Ireland will be sole English-speaking common law jurisdiction within EU legal order
Dublin church collections bring in €45m, accounts show
- Religion & Beliefs
- May 2, 2017, 01:34
Two charities of Catholic archdiocese had total funds of €177 million at end of 2015
Succession rules safeguard Catholic ethos of church's health service assets
- Health
- May 2, 2017, 01:00
Hospitals will be transferred to other charitable bodies with a Catholic ethos in the event that the congregations decide to win(...)
Call to facilitate complaints by direct provision residents
- Social Affairs
- May 1, 2017, 19:40
Ombudsman says trust must be built to help refugee children and families complain
Philip Boucher-Hayes speaks at Garda whistleblower tribunal
- Crime & Law
- April 30, 2017, 19:49
RTÉ journalist gives details of conversation with former commissioner Martin Callinan
'I felt I was running for my life. I ran and ran': Joan Burton testimony
- Circuit Court
- April 27, 2017, 18:24
Former Labour minister takes the stand at Dublin Circuit Criminal Court
Jobstown trial told terrified Burton 'ran for her life' from protesters
- Crime & Law
- April 27, 2017, 15:10
Court told enraged crowd shouted names at former tánaiste such as 'c**t' and 'bitch'
No borrowings against land proposed for maternity hospital
- Health
- April 27, 2017, 01:00
Calls for compulsory State purchase of land so hospital could be publicly owned
Jobstown trial told not to confuse false imprisonment with kidnapping
- Circuit Court
- April 26, 2017, 13:28
Paul Murphy on trial along with six others for 2014 incident involving Joan Burton
'I won't be voting for it . . . I'm very disappointed with the unions' - Bus Éireann driver
- Irish News
- April 14, 2017, 15:57
Morale very low on first day back at work for Bus Éireann drivers in Busáras, Dublin
Conflicts of interest widespread in Irish boardrooms - survey
- Work
- April 13, 2017, 05:30
Institute of Directors survey notes positive views on corporate governance and ethics
Ross urges public not to drive on drugs as new tests introduced
- Crime & Law
- April 12, 2017, 12:39
Garda to begin using new devices to test for substances including cannabis and cocaine
Workers being exploited by 'if and when' contracts
- Economy
- April 11, 2017, 20:33
SF Bill aims to clamp down on employers who use pool of low-hour contract workers
Charges brought against Deirdre Foley over Clerys redundancies
- Crime & Law
- April 11, 2017, 01:00
Businesswoman faces charge of breaking employment law and impeding WRC inspector
Removal of paint has damaged Glasnevin remembrance wall
- Crime & Law
- April 10, 2017, 14:01
Wall lists names of the Irish and British people who died in 1916 Rising
Fianna Fáil to question Taoiseach and AG on Fennelly report
- Politics
- April 9, 2017, 20:28
Impact of phone call taping in Garda stations 'significantly overestimated', party claims
Enda Kenny asked to disclose what he knew prior to Guerin report
- Politics
- April 9, 2017, 19:19
Alan Shatter says it is difficult to believe that the secretary general had not briefed the Taoiseach ahead of report's publicatio(...)
Paint thrown over 1916 Rising remembrance wall in Glasnevin
- Crime & Law
- April 9, 2017, 13:33
Wall bears the names of those who died during 1916 Rising – Irish and British
'Enormously important' court cases not heard due to lack of judges
- High Court
- April 6, 2017, 18:30
Effects of failure to appoint new judges highlighted by High Court justices
Firm paid €25,000 annual salary for no apparent work, court told
- Courts
- April 4, 2017, 01:00
Bitter dispute between owners of Mercantile pub and restaurant group sparks rival claims
Charleton chairman grants representation in Garda inquiry
- Crime & Law
- April 4, 2017, 01:00
Concerns raised about two key figures being represented by the same legal team
Pub group boss Gleeson investigated for 'unauthorised spending'
- Retail & Services
- April 3, 2017, 16:10
Shareholder claims credit-card spending of €123,000 appears to involve foreign holidays
Transport unions blame wildcat strike on frustration with Minister
- Irish News
- April 1, 2017, 13:27
Secondary picketing of train stations and bus depots leads to widespread travel disruption
High Court rejection of Denis O'Brien case was resounding
- High Court
- March 31, 2017, 18:42
Judge says courts have no role in deciding legitimate use of parliamentary privilege
'Disappointed' Denis O'Brien may appeal High Court ruling
- Crime & Law
- March 31, 2017, 14:51
Pearse Doherty says ruling in case over Dáil comments on businessman vindicates him
Charleton Tribunal may create tricky problems for journalists
- Crime & Law
- March 30, 2017, 14:45
Analysis: Inquiry may have to stray into contested area of journalistic privilege
Charleton Tribunal told of 'concern' senior gardaí have same lawyers
- Crime & Law
- March 30, 2017, 11:55
Counsel for Maurice McCabe says Nóirín O'Sullivan and Martin Callinan share team
Solicitors push for lay influence in appointing judges
- Crime & Law
- March 27, 2017, 01:00
Law Society submission this week to back Shane Ross proposal to shake up system
Roy Webster argued provocation over killing of Anne Shortall
- Crime & Law
- March 25, 2017, 01:00
Loss of self-control must be total with provocation plea to secure manslaughter conviction
What's the story with those wrongful motoring convictions?
- Crime & Law
- March 24, 2017, 19:47
The latest Garda debacle will be costly to fix and damaging to the credibility of the force
Review of civil courts aims to speed up resolution of cases
- Crime & Law
- March 24, 2017, 18:15
Group will look at better procedures and use of technology as ways of improving system
Is any bet a sure thing under Irish gambling law?
- Crime & Law
- March 20, 2017, 16:07
Rules reflect concern that string of disputed bets could end up before courts, sources say
Court says €500,000 of items linked to Kinahan gang can be sold
- High Court
- March 20, 2017, 13:06
Cars and electric bicycles among goods belonging to 11 people seized by Cab last March
LuxLeaks whistleblowers' sentences cut on appeal
- Financial Services
- March 15, 2017, 20:08
Sentences of two ex-PwC employees cut as journalist is acquitted for second time
Nenagh to lose 250 jobs as Coty cosmetics plant closes
- Manufacturing
- March 13, 2017, 21:18
Business to transfer to English plant months after takeover of Procter & Gamble unit
Brexit could make mergers and acquisitions difficult
- Business
- March 13, 2017, 05:00
Deals for smaller Irish companies may have to be approved by several national agencies
Christian Brothers rejected Minister's proposal
- Crime & Law
- March 10, 2017, 20:31
An offer by Ruairí Quinn to take over school playing fields did not suit the congregation
Abuse redress scheme legal fees cost 15% of €970m awards
- Social Affairs
- March 10, 2017, 19:11
Relative costs higher in Irish institutional care cases than in other countries
Colm Keena: We should beware another era of tribunals
- Opinion
- March 10, 2017, 01:11
It's hard to balance individual rights with need to shine light on issues of public concern


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Koreas sound out orchestral maneuvers, but are strings attached?
By Joonhee Yu and Jeremy Laurence
SEOUL (Reuters) - Bitter rivals South and North Korea could come together later this year to stage combined orchestral performances in the two capitals, a renowned conductor said on Friday, amid signs of improving relations on the divided peninsula.
On the diplomatic front, South Korean media reported on Friday the neighbors had also agreed to a second round of negotiations on restarting stalled regional talks on disabling the North's nuclear weapons program.
The meeting of the two sides' nuclear envoys in Beijing next week comes after they met in July for the first time in over two years. In another conciliatory gesture, Seoul this month sent humanitarian aid to the isolated North to help it deal with flood damage.
Chung Myung-whun, the director of Seoul Philharmonic Orchestra, told reporters after a four-day trip to North Korea that an agreement had been reached to try to push for regular joint performances of the two Koreas' symphony orchestras.
"We reached an agreement to hold a joint concert in Pyongyang and Seoul at around December," he said. "The rest is up to the politicians which I have no say or control over, but hopefully our plan will be realised."
A government official in Seoul said the matter had yet to be discussed. South Koreans must get state approval to travel to secretive North Korea.
Chung, 59, said he worked closely with local musicians while in the North's capital, conducting rehearsals and auditions as well as meeting officials from the cultural bureau.
"I don't realistically hope that this might bring any changes to the North Korean system, though I did make some genuine, individual connections through our shared love for music. Continued...


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It has been a long, long three days. Every Bruins fan woke up Saturday hoping it was 8pm.
As well as the Bruins played Wednesday night, they missed a golden opportunity. Tim Thomas played out of his mind. The defense was great for 59 minutes. If the Bruins had come into Vancouver and stolen Game One, that would have been a HUGE mental advantage for Boston.
Instead, their powerplay failed them again, even during a long five on three, and the Bruins decided shooting from long distance was the bees knees. Not exactly a recipe for success.
Vancouver fans and media on both sides are threw a lot of stats at you after Boston's loss. The odds and history, according to these people, say the Bruins have a roughly 20% chance of winning this series. We're not buying that.
Vancouver is by far the best team the Bruins have faced these playoffs. Boston has scored just one goal in their last six periods of play. But these Bruins are resilient. They have shown a great capacity to bounce back from a loss, even devestating losses. If we listend to history and statistics there would be no reason to even play the games. Just hand the Canucks the Cup, right?
These Bruins won't. They'll come out on fire tonight. They'll be like hungry bears coming out of hibernation. They didn't come this far to just roll over.
After the jump…. we don't need to explain to you how important this game is….
The Bruins did ALMOST everything right Wednesday. At the very least they showed Vancouver and everyone else that they have the ability to run with the Canucks. We're not cocky, but we couldn't be more confident that the Bruins will get it done tonight.
Our prediction? Hometown boy Lucic finally shows up tonight. We still recommend adult diapers and whiskey because win or lose this game should be as wild as the last.
Projected Line Up:
Milan Lucic-David Krejci-Nathan Horton
Brad Marchand-Patrice Bergeron-Mark Recchi
Michael Ryder-Chris Kelly-Tyler Seguin
Daniel Paille-Gregory Campbell-Rich Peverley
Zdeno Chara-Dennis Seidenberg
Andrew Ference-Johnny Boychuk
Tomas Kaberle-Adam McQuaid
Tim Thomas
Tuukka Rask
Game Day Links:
- Joe Haggerty discusses how the Bruins need to play with a chip on their shoulder.
- Our pal Mary Paoletti is telling you everything you need to know about Vancouver.
- The Hub of Hockey discusses why you can count on the Bruins bouncing back in Game Two.
- Justin Bourne offers some advice to the Bruins terrible, terrible powerplay.
- We miss you Jack Edwards. Seriously. Screw you NBC.
Game Day Video:


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Guest Picks: David Rakoff
David Rakoff stopped by The Leonard Lopate Show to share some of his favorite books, movies and more with us.
What have you read or seen recently (book, play, film etc…) that moved or surprised you?
"Brief Encounter" at St. Ann's
"Gatz" at the Public
"Olive Kittredge" by Elizabeth Strout
"The Man in the Wooden Hat" by Jane Gardam
What are you listening to right now?
I have no iPod. I only listen to the radio. So, WNYC.
What's the last great book you read?
See above.
What's one thing you are a fan of that people might not expect?
As someone often seen as hating everything and being immune to pleasure, which isn't true, I love everything (except sports). I'm just scared of it.
If you only had one day left, how would you spend it in New York City?
One day left? To live? Or to live here? Either way, it's too horrible a concept to contemplate. I hope it never happens.


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Anyways, I'm using a lot of liner. And usually 2 of those liners each day are from this set, so it's the first one I'm sharing with you.
The Stila smudge sticks are little softer than other liners, and they do just what their name says- they are perfect for smudging. I like to like the outer 2/3 or so of my upper lid, with a thicker line at the outer corner. I then smudge it slightly with my finger tip (you need to do this immediately, it sets in about 2 minutes and then smudging is definitely harder). It is super easy and perfect for a little added emphasis/smokiness to an every day look. I like to put a light light of black over the whole lash line afterwards.


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It only takes a minute to get started. Fill out our simple sign up form and login to the website.
This step is discretionary but will dramatically multiply your chances of getting interest from other over 50s members on the site. Type a little about yourself, your interests and upload a nice photograph of yourself.
Utilise our website's state-of-the-art search to discover over 50s members who satisfy your needs. Or just leaf through listings and discover singles that you find attractive.
Identified someone who takes your fancy? Send an email to them or just a wink and find out if they're interested in you. With a little luck you'll be on your way to discovering your proper match.
It only takes a few clicks


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Cost of contract manufacturing product determine the company profit
Costs for capital equipment and tools as well as the production cost of each contract manufacturing unit is called the cost of contract manufacturing of the product. Cost of contract manufacturing product determines how much profit generated by the company on the sales volume and price of such sale. The development time will determine the company's ability to compete, shows the company's responsiveness to changes in technology and in the end will determine the speed of the company to receive economic returns of the efforts of the development team. The contract manufacturing development costs generally is one important component of the investments required to achieve a profit. Capability of contract manufacturing development is an asset that can be used by companies to develop products more effectively and economically in the future.
Design and manufacture of a product either new or existing a very large part of all the activities of existing techniques. This contract manufacturing activity is derived from the perception of human needs, followed by the creation of a product concept, product design, development and improvement of products, and ending with the contract manufacturing and distribution of such products.


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March 28, 2013
Andrew Mosko scribes the next installment of Team Two Tales, a periodic player blog that will chronicle the 2013 men's lacrosse season. Members of Team Two will give fans an inside look into the program leading up to, during, and following the 2013 season.
Hello fans of Team Two and Andrew Mosko. I hope you have all enjoyed our season thus far. It has been a fun ride and I could not have asked for a better group of players and coaches to surround myself with. My name is Andrew Mosko and I am a sophomore midfielder from Bethesda, Md., and I attended Georgetown Prep High School. Enough about myself though, time to get down to brass tacks and talk a little bit about what has been going on with our squad.
The team spent all of last week preparing for our game against the defending national champions, the Loyola Greyhounds. We were very excited for this game because it was our first in the Big House this year and it was against another team from our league. I personally was excited because we were squaring off against my good friend from Georgetown Prep, Pat "Big Boy" Frazier, who was starting on defense for the Hounds. Although it was nice to see the Big Boy, it was nicer to see Will Meter take him to the rack and net one of our three scores!
We may not have gotten the win against the Loyola this week but we had a respectable showing on defense and took steps in the right direction in several other facets of the game. In the absence of starting defensemen Austin Swaney and JD Johnson, we have had players such as Rob Healy, Mack Gembis, Chase Brown and Charlie Keady elevate their level of play and lead our defense. Offensively, our starting attack has been playing great and we have had young players such as Evan Glaser step into contributing roles. Although we have not won the past few weeks, our team has made great strides in the direction we are trying to go and we are setting the program up for success in the future.
This weekend we play Air Force, another league opponent, in the Big House at 3 p.m. I'm expecting all who read this to be in attendance. Air Force is a very formidable opponent and we obviously have the utmost respect for them on the account of they are a service academy. Having said that, we have worked hard this week, prepared well, and think that this is a good opportunity to come out and get our first victory of the season. The team is pumped to have another opportunity to get after it against another league opponent on our home turf. We know our game plan, trust our personnel -- now we have to go out and execute what we have been practicing.
Thank you so much for reading this edition of Team Two Tales. Hope you enjoyed it and make sure to come out and support us this Saturday at Michigan Stadium. Go Blue!
- Andrew Mosko
Previous Team Two Tales
Dakota Sherman (March 21)
Rob Healy (March 12)
Peter Kraus (Feb. 25)
Zachary Dauch (Feb. 21)
David Joseph (Jan. 31)
Sean Sutton (Jan. 14)
Jeff Chu (Dec. 10)


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"Just Money, Please!"
Family & Friends,
I love any person, church or mission agency that supports global missions in any way! But, I think it is time to re-evaluate our strategy. The most basic of God's force, the local church, has been relegated to "picking up the bill". Mission agencies that were established to facilitate missions have become the sending agency. The mission agencies choose the missionaries, choose their ministry, choose their country and act as their supervisors. The missionaries they choose then come to the church and say, "just money please." Since missionaries are often supported by 50 individuals and 10 churches, the mission agency is forced to be the sending agency.
What if, the local church got back into being the sending agency? I decided to pursue a wonderful mission agency called Africa New Life Ministries. Since they are not footing the bill, I am not looking to them as the sending agency. They are the mission field facilitators. Imago Dei Community is the sender and saying to them, "G is our staff elder on mission. We would like to place him with your mission agency. We expect to be the final authority of what he does. Would you be the facilitator on the ground in Rwanda? We would like to send him to you, that is, loan him from our staff to yours." Africa New Life has agreed and the "Memorandum of Understanding" is in process. I'll be teaching full time at Africa College of Theology (ACT), Kigali, Rwanda, starting February, 2014.


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11595 West 6th Avenue
Directions Lakewood, CO 80215
Actual rating will vary with options, driving conditions, habits and vehicle condition.
The standard features of the Ford Flex SE include 3.5L V-6 287hp engine, 6-speed automatic transmission with overdrive, 4-wheel anti-lock brakes (ABS), side seat mounted airbags, Safety Canopy System curtain 1st, 2nd and 3rd row overhead airbag, airbag occupancy sensor, air conditioning, 17" aluminum wheels, cruise control, ABS and driveline traction control, AdvanceTrac w/Roll Stability Control electronic stability.
Starting at: $29,710
|City/Hwy mpg
|SE Search New
|287-hp 3.5L 6-cyl
|6-spd auto
|16 / 23
|SEL Search New
|287-hp 3.5L 6-cyl
|6-spd auto
|16 / 23
|SEL Search New
|287-hp 3.5L 6-cyl
|6-spd auto
|16 / 22
|Limited Search New
|287-hp 3.5L 6-cyl
|6-spd auto
|16 / 23
|Limited Search New
|287-hp 3.5L 6-cyl
|6-spd auto
|16 / 22
|Limited w/EcoBoost Search New
|365-hp 3.5L 6-cyl
|6-spd auto
|15 / 21
Pleasant to drive, the Flex feels like a step up from a Chevrolet Traverse or Toyota Highlander, due largely to its superior ride. Even the base model comes across like a smaller wagon, helped by relatively crisp steering feel and the long (118-inch) wheelbase. Even when pushed harder than most drivers ever will, body motions are adeptly controlled. Despite its dimensions, the Flex is surprisingly easy to park and maneuver through urban settings, and feels no more ponderous than a midsize sedan.
Both drivetrains deliver plenty of power. Even with several passengers, a base-engine Flex responds strongly to pass. Still, the EcoBoost turbocharged Flex approaches the level of some sport sedans. We prefer EcoBoost, though it does exact a gas-mileage penalty. Specifically, the front-drive base Flex is EPA-rated at 18/25 mpg (City-Highway), versus 17/23 mpg with all-wheel drive. With the EcoBoost turbo, mileage dips to 16/23 mpg. Flex simply isn't as frugal as some newer three-row models.
Ford's 6-speed automatic transmission shifts smoothly. As the transmission upshifts, the EcoBoost edition cranks out torque in a seamless wave. Tapping one of the paddle shifters triggers a manual-control mode. The system considers steering-angle and yaw sensors, as well as throttle position. While climbing a hill or rounding a quick corner, for instance, it will stick in lower gear. Only when pushing excessively hard in such a corner is the otherwise compliant ride likely to become jittery.
All-wheel drive makes sense in the snowbelt region; but otherwise, note that it adds heft to a vehicle that already weighs 4,600 pounds.
The Flex exudes an effortlessly cool aura, despite being unabashedly boxy. Defiantly forging its own style, square yet sleek, Flex handily evades the stigma faced by minivans. Curiously, the only Ford identification is a blue-oval badge at the corner of the rear hatch.
Instead of playing down its body's corners, Flex amplifies them. Designers even carved grooves into the bodysides to highlight the long, glassy greenhouse. Right down to the rectangular grille, which reminds some observers of a USB port, Flex's fusion of retro with modernity works just right in today's crossover SUV marketplace.
Simply put, the Flex cabin is one of Ford's finest, blending touch controls with LCD screens in a layout that suggests serenity. Some subtle changes have occurred, making materials feel luxury-grade, especially the soft-touch panels.
SEL and Limited trims get the latest Ford infotainment system, which replaces the troubled MyFord Touch. New Sync 3 responds quicker and its screens look less cluttered. Flex has restored some console controls, but almost every action relies on touch.
In the first and second rows, wide, well-cushioned chairs promise a satisfying melding of supple, soft-touch cushioning and long-journey support. Headrests have improved mightily, thanks to a four-position design.
Second row occupants can savor abundant head/leg room. Back seats are fairly easy to reach, thanks to the horizontal roofline, but thinly padded when you get there. Still, riders well over six feet tall can manage the third row.
Fit and finish are better than ever, and the interior is quiet. With 83 cubic feet of cargo space behind the front seats, Flex has 20 fewer cubic feet than a Chevrolet Traverse. However, second- and third-row seats can be power-folded out of the way.
Despite its size and utility, the Flex almost slips into fun-to-drive category. Highly comfortable seats, easy entry/exit, and expansive cargo space place it among our top-rated family SUVs. Platinum and Limited models are costly, but they affirm that a Flex can be quite luxurious, if you're willing to pay.
Driving impressions by Marty Padgett, The Car Connection. James M. Flammang contributed to this report.
Volvo XC70 SE ($29,600) comes with front-wheel drive, three-row seating, AM/FM/CD, rearview camera, reverse sensing, MyFord Touch, Bluetooth, 17-inch alloy wheels. XC70 SEL ($32,300) upgrades with dual-zone climate control, pushbutton start, Sync 3. XC70 SEL AWD ($34,250) adds all-wheel drive.
XC70 Limited ($37,800) and Limited AWD ($39,750) feature perforated leather-trimmed seats, rearview camera with guidelines, 12-speaker Sony audio, power liftgate, and blind-spot monitoring with cross-traffic alert. AWD Limited can have EcoBoost twin-turbo V6 ($42,600).
Safety features include six airbags, traction and stability control, with anti-rollover technology. Optional all-wheel drive enhances stability in slippery conditions.
Your privacy is important to us.
Larry H. Miller Ford Lakewood takes your privacy seriously and does not rent or sell your personal information to third parties without your consent. Read our privacy policy.


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It's True: I worship Trees.
"I am fortunate to love working with trees, which are not only beautiful but also valuable in many ways. They produce the oxygen we breathe, give us shade, and provide homes for birds and squirrels. I love the seasonal transformation of deciduous trees and the constancy of evergreens. For me," says Chris Regan, "a tree is a source of perpetual delight."
Chris's passion for trees took him by surprise. A native of New Zealand, he had always planned a career in business. After finishing business school in 1990, while weighing job options, he took a summer job as an arborist's assistant. Within weeks, he knew he wanted to spend his life with trees.
After receiving a certificate in arboriculture at Waikato Polytechnic, he worked for five years with a leading tree company in Auckland before moving to London, UK. After two years working as an arborist on projects that ranged from maintaining the London plane trees in central London to pruning the trees in the forests of the private deer parks of King Henry VIII, he returned to New Zealand and took a position with the City of Wellington, the nation's capital. In short order, he was promoted to manager of the city's Arboricultural Department and charged with maintaining the health of the city's entire inventory of more than 400,000 trees. One of Chris's proudest achievements was championing and planning the renewal of a city forest that will be enjoyed by succeeding generations.
For fun, Chris took up competitive tree climbing. In 1999, he won the Wellington regional competition and for the next three years organized and judged the event. In 2002, he came to the Bay Area as General Manager for a large tree company. In addition to his continued private study, he continued formal education by training at the American Society of Consulting Arborists. In 2005, he formed his own firm, The Shady Tree Company.
Years of experience, ongoing education, and unswerving dedication to practicing his craft at its highest level are all reflected in Shady Tree service. Chris trains all his employees himself, personally supervises every job, and often works with his team.
Chris's credentials include:
Licensed and Bonded Contractor, California State
Contractor's Board:
an on-the-job injury is covered by the State-NOT by you!
Certificate, Western Chapter,
International Society of Arboriculture (ISA):
Member, Caiifornia Contractors License Board


text: The size of the GP100 Should improve your accuracy due to the longer sight radius and adjustable rear sight. The rear-groove/front-sight alignment of many small j-frame revolvers like the Taurus you mention can be very "off" in the way of accuracy. The GP is a pleasure to shoot and has made a decent law enforcement weapon through the years. It doesn't have the capacity of a semi-auto but it's got power and dependability on its side.


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Avg.Rate: BRL 165.00 - 245.00
Rating: 3 stars
With a rustic yet charming style, Pantanal Hotel offers practical accommodation with free Wi-Fi. Surrounded by the Pantanal and boasting a pool and a games room with billiards, it also provides a communal kitchen and barbecue facilities. Air-conditioned rooms at Hotel Pantanal feature a TV, minibar and private bathroom. Guests can enjoy a buffet breakfast daily in the breakfast room. It includes a variety of fresh fruits, breads and cold meats, as well as a selection of hot and cold drinks. The hotel is only 500 metres from Miranda city centre and its bus terminal. Bonito is 120 km away and Miranda River is 10 km from the property, where guests can go fishing. اقرأ المزيد
Avg.Rate: BRL 1020.00
Rating: 0 stars
Located on a large farm with wild animals and cattle in the middle of southern Pantanal, Fazenda Baía Grande offers activities such as fishing, hiking and horse riding, and a pool. Wi-Fi is free. All rooms are air-conditioned and feature simple rustic décor. They boast a balcony and come with a private bathroom with a hot shower. The daily breakfast buffet offers a variety of fresh fruits, breads and cold meats. Guests can also enjoy regional specialties, as well as a selection of drinks in the guesthouse's restaurant. Fazenda Baía Grande is located in the Miranda district, 22 km from the town centre and bus terminal. Bonito is 145 km away. Free parking is provided. اقرأ المزيد
Avg.Rate: BRL 968.00 - 1728.00
Rating: 0 stars
Set in Pantanal do Rio Miranda swampland, this farm-style guest house is surrounded by rich vegetation and wild life and includes a pool, full board and free WiFi. Interesting activities are available at Pousada Fazenda San Francisco for a surcharge, such as jaguar watching, horse riding, boat tours and ecological safaris. Rooms at Pousada Fazenda San Francisco are all equipped with a private bathroom. Simply furnished, they provide garden views, a fan and minibar. Local art works ornate the rooms. Some rooms also offer air conditioning. At the restaurant, guests enjoy regional specialities, which are prepared with fresh ingredients from organic vegetable gardens. They can also take part on the farm's daily activities. اقرأ المزيد
Avg.Rate: BRL 780.00 - 1560.00
Rating: 0 stars
Featuring free WiFi, a restaurant and an outdoor pool, Fazenda Santa Inês offers pet-friendly accommodation in Miranda. Guests can enjoy the on-site bar. Free private parking is available on site. Every room at this farm stay is air conditioned and is fitted with a TV. Each room has a private bathroom. There is a 24-hour front desk at the property. You can play table tennis at the farm stay. اقرأ المزيد
Avg.Rate: BRL 150.00
Rating: 0 stars
Featuring free WiFi and a restaurant, Hotel Querência offers pet-friendly accommodation in Miranda. The hotel has an outdoor pool and terrace, and guests can enjoy a meal at the restaurant. Free private parking is available on site. Every room comes with a private bathroom fitted with a shower. A flat-screen TV is offered. You will find a 24-hour front desk at the property. اقرأ المزيد
Avg.Rate: BRL 139.00 - 273.00
Rating: 0 stars
Offering a sun terrace and views of the garden, Pousada Nativos is set in Miranda. Free private parking is available on site. Every room at this inn is air conditioned and has a flat-screen TV. Some rooms feature a seating area where you can relax. Each room comes with a private bathroom. Pousada Nativos features free WiFi throughout the property. There is a shared kitchen at the property. Guests can enjoy various activities in the surroundings, including horse riding and diving. The inn also offers free use of bicycles. اقرأ المزيد
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Featuring free WiFi, a year-round outdoor pool and a barbecue, Pousada Pioneiro offers pet-friendly accommodation in Miranda. Guests can enjoy the on-site restaurant. Free private parking is available on site. The rooms are fitted with a TV. You will find a 24-hour front desk and gift shop at the property. The inn also offers car hire. اقرأ المزيد
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Located 1 km from Miranda River and Miranda town centre, Pousada Águas do Pantanal offers an outdoor pool, bar and 24-hour front desk. Wi-Fi is free in this entire guest house. The air-conditioned accommodation provides a private bathroom fitted with a shower. Amenities include a TV, a wardrobe and a minibar. Room service is available. Miranda Bus Station is also situated 1 km away. Free parking is offered on site and does not require reservation. اقرأ المزيد


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Le corbusier
Utforska relaterade ämnen
Villa Ozenfant by Le Corbusier, 1922. VillaOzenfant is the first work that Le Corbusier built in Paris.
Le Corbusier's Five Points of Architecture
La Cité Radieuse de Marseille - Le Corbusier
capilla de ronchamp - Buscar con Google
Guiette House designed by Le Corbusier's in 1926 is considered one of his most unknown works.
Posée sur l'herbe, la Villa Savoye ne dérange personne http://www.blog-habitat-durable.com/posee-sur-lherbe-la-villa-savoye-ne-derange-personne/
Ville Savoye, Le Corbusier. Located in Poissy on the outskirts of Paris. Built between 1928-1930. It's been restored as a house-museum and is currently classified as a French National Historic Landmark.
Le Corbusier. Villa Savoye. 1929-31. Axonometric diagram showing movement through space. This building exemplifies his 5 famous principles of modernist architecture.
Mill Owners' Association Building - Le Corbusier, 1951 © Arnout Fonck
Picture of Ronchamp on @ArchDaily taken by my great friend Cara and featuring a teeny tiny version of my other friend and coworker Debo.


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Parenting Books Giveaway, Part II: NurtureShock (8/20) CLOSED
Thursday, July 30, 2009 Posted by Dina N
In a world of modern, involved, caring parents, why are so many kids aggressive and cruel? Where is intelligence hidden in the brain, and why does that matter? Why do cross-racial friendships decrease in schools that are more integrated? If 98% of kids think lying is morally wrong, then why do 98% of kids lie? What's the single most important thing that helps infants learn language?
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The Giveaway
Thanks to Hachette Book Group, I am giving away FIVE copies of this book! You can enter by commenting below with the title of a book you really liked.
For extra entries, feel free to do any or all of the following:
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Open to residents of U.S. or Canada only. No P.O. box addresses, please. One book per person. Winners will receive their prizes directly from Hachette Book Group. Book information was provided by the publisher.
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Discussion in 'Assets and Asset Store' started by Baroni, Dec 10, 2011.
I have the same problem. Thats bad for use in 2D Games ;-)
I know that the lock-axis option produces trouble in certain situations, but it's difficult to debug without any further data. Most likely it behaves incorrect when using different heights for the waypoints, however that seems not the case here. I'll see what I can do, though.
I think I found the problem. (not a SWS problem)
A parent of my vehicle object had a rigid body physics controller on it, I think the path was conflicting with the controller. Since removing it, the path has been perfect in both iMove and hoMove. I will post again if the problem appears again.
Thanks for pointing that out!
Glad you solved it. Maybe the rigidbody tried to let the object fall down while the hoMove script tried to move it along the path.
Yes, please keep me posted.
Hey Baroni
Is there any way to find out the length of a path? Just want to make sure that four separate paths are all of equal length since movement will be based on speed rather than time.
Hi Thomas,
the Path Manager component already displays a "straight path length". This is useful in case you use iTween for straight movement. If not, in HOTween there's the alternative to find out the duration of the tween via myTweener.duration (read-only property). You could debug this at the end of hoMove's Move() method, where the tween gets created.
I intend to use curved paths, so I guess the latter option is the one I should look at then. Is either iTween or HOTween capable of changing movement speed while on a path? Can't test this myself at the moment, but I guess it's possible judging from the user controlled path movement example...?
Unfortunately not. The user controlled capsule uses iTween's PutOnPath() method and therefore does not create a tween at all, for changing the speed of a tween you would have to destroy and recreate it every time... Recreation is a bit difficult with my HOTween implementation though, because HOTween inserts a controlpoint at the position it starts tweening by default, this could cause weird stutter or position jumps.
Edit: You could also download the full source code of HOTween (and maybe donate a buck at the same time? ), its PlugVector3 path implementation has a way to retrieve a time - length table
Edit2: Daniele, the knightly author of HOTween, just reminded me that changing the speed of a tween is indeed possible (totally forgot that, because I only thought about movement speed) using the tween.timeScale variable. You would just have to set the movement speed accordingly then, so it does not revert when it's finished.
My idea was to have an object on a path that slows don to a halt when the user presses a button and accelerates back to its standard speed on release. Or maybe just stopping and restarting if a gradual speed change is out of the question.
Sorry if I intrude, but I have an idea about how that could be done
You could store a variable (a float of value 1) that represents the timeScale of the path tween. Then:
- you create and store an HOTween Tweener (let's refer to it as myTSTween) that animates the variable to 0, and keep it paused
- when the user presses the button, you play myTSTween, and use its OnUpdate callback to update the path animation's timeScale, based on the changed timeScale variable
- when the user releases the button, you revert myTSTween (myTSTween.Reverse()) and play it backwards, still using the same OnUpdate callback to revert the timeScale of the path animation
Sounds like a plan. I'll see if I can come up with a prototype tomorrow.
[edit] Never mind, me dumb.
hoMove's HOTween Tweener is named "tween", stored as a private variable. You can access its timeScale property via tween.timeScale = ...; There is no built-in method in hoMove for controlling the timescale at this point.
edit: mkay
Yes, I just didn't figure out until I noticed tween was set private rather than public. Thanks anyway.
Seems like I need two Tweeners since I can't seem to reverse the myTSTween once it has completed, though. Maybe I just forward this particular issue to Izitmee since the SWS part of my scene works fine.
Answered on HOTween's thread: no two Tweeners needed! (sorry, I should've mentioned the AutoKill behaviour while giving you the "scrub" idea)
Just in case anyone is interested, I needed to use SWS in a menu screen while the game was paused using Time.timescale = 0f;
As far as I can tell, there is no way to access that iTween feature within SWS. (iTween has a command called ignoretimescale) that allows you to bypass timescale specifically in cases where you may want to use an iTween during game pause, for menus etc.)
The iMove script seemed to be the best place to put a public variable that would allow this. This also lets me control this on a per gameobject basis. So I can have some waypoint objects adhere to timescale and others not.
At the top of iMove.cs, I placed:
public bool ignoreTimeScale = false;
then in the Move method in iMove.cs, I simply added another itweenHash.Add statement as follows:
iTweenHash.Add("ignoretimescale", ignoreTimeScale);
Then I just set the bool to true in the inspector on that object and it works great.
This takes advantage of the built in feature in iTween "ignoretimescale" and adds it to the hash used by your gameobject with the iMove script.
Hi Allan,
you're right, there is no ignoretimescale option in SWS.
I intentionally programmed iMove as it is, since I can't add checkboxes for all features of iTween.
Glad you found out where it belongs and thanks for sharing!
Version 2.1 is ready! And has been submitted to the Asset Store.
If you haven't bought Simple Waypoint System yet, now you can also purchase it through our online store,
which sends you a generic download link at the time of purchase, that always points to the latest version.
I'm really excited for this release, because now your objects can actually leave their paths!
I implemented a new settings field for custom messages, so you are able to program every possible interaction or behavior at a waypoint. You could stop the movement at a waypoint, turn on Unity's pathfinding or let the object look around, move it back to the waypoint and continue its path. The list goes on!
Here is the complete changelog.
Fixes Changes
• hoMove: removed critical waypoint distance value that led to unexpected behavior when tweening an object with a very high speed value or timescale
• hoMove: completely rewritten to incorporate with partial tweens. The tween and its runtime checks should be a significant amount faster now
• hoMove: partial tweens allow easing options between waypoints instead of an easing curve for the whole path
• hoMove: separated MoveToPath and its internal ClosePath option, you can toggle them independently now as ClosePath has its own checkbox
• hoMove: movement parameters (waypoint positions) do not update at each iteration anymore, you have to call InitWaypoints() and recreate the tween manually with StartMove(), for example at the last waypoint using messages
• simplified the Waypoint Manager even more, it shows only one button now
• switched widget position. You'll find the Waypoint Manager setup widget under "Window > Simple Waypoint System" and iMove/hoMove under "Component > Simple Waypoint System"
• documentation updated, contact info email changedFeatures
• iMove/hoMove: custom methods callable per waypoint. Both editor scripts for iMove/hoMove were changed accordingly, so that this feature comes with a new message settings field, easily adjustable by the user
• custom methods are using SendMessage() and allow one parameter of the type object, text, numeric, vector2 or vector3. The class of these types was centrally placed in WaypointManager.cs
• new example script "MessageExample.cs" demonstrates the usage of custom messages in the scene "Example_Straight" on walker "Capsule4"
• hoMove: integrated HOTween's new lock-position option that limits movement on the selected axis
A special thanks goes to Daniele and his incredible work on HOTween, without whom this update would not have been possible.
brilliant... would love to see this implemented into playmaker....
Wow, awesome list of additions! It's impressive how SWS grew in just a few weeks: if that's not awesome support I don't know how to call it. Plus, I know I might appear as an Inspector maniac, but the new and improved waypoint Inspector looks so sexy!
That said, very special thanks to you for supporting HOTween
Hey Baroni -
I purchased SWS but haven't had the opportunity to use it yet. What I'd like to do with it (eventually) is have it control vehicles within my game. I've done this before in other languages, but the visual structure of SWS I hope will make things easier to do at design time.
Anyway, let's say I have four paths - A, B, C, D. When the object hits the last waypoint of Path A, I'd like for the object to randomly choose from path B, C, or D to continue on it's way. Think of a four-way intersection, and a car can choose from turning left, right, and forward (but still has to move between the last waypoint of the previous path and the first waypoint of the new path).
Any assistance or guidance with this would be fantastic!
playmaker support is on my list for version 2.2. I don't know how to do it yet, because I've never used it and I'm a programmer, but let's see how to handle this... "visual thing".
Good to hear that you like the new inspector setting! Had to struggle with the design and unexpected GUI errors almost 2 days Btw, your copy has left the building.
Hi anwserman,
this behavior should be easy to program with the newly implemented message settings. What you want to do first, is to write a small method, attach the script to your vehicle and assign the created method to the last waypoint in the message settings of that vehicle. Now your vehicle should call an empty method at its last waypoint.
Next, you have to choose a path (B, C, or D) in that method. You could hardcode the path names in a string array and randomly choose one slot. Then, call the vehicle's SetPath() method (you need a reference to iMove/hoMove) with the corresponding PathManager parameter like this:
Code (csharp):
iMove/hoMove-script.SetPath(WaypointManager.Paths["the name of your chosen path here"])
Depending on your use case, make sure that you set the variable "MoveToPath" of iMove/hoMove to true before calling SetPath(). This will ensure that your vehicle moves to the path before following its waypoints.
Please let me know if you need further help.
@Baroni Playmaker actions are very welcome! Thanks
Hey Baroni!
Thanks for your reply! Anyway, I've always just had the vehicles decide when to accelerate or decelerate, they alone never chose paths. If they'd go to a traffic light, the vehicle would randomly get a new path if the light was green or brake if red. This could be easily implemented via triggers. But knowing that this new feature enables movement between paths is great.
Since we're on the topic, do objects on a path have tge option of rotating with the path, and if so how does aligning to the ground work with such a feature?
Thanks a lot!
Hi anwserman,
just a small hint on the first line: you can control the speed of a tween using its timescale property (described on the HOTween docs).
Rotating with the path is an option built-in long time ago There's a checkbox in the inspector for iMove/hoMove named "Orient To Path". Regarding the second issue: per default, your object will follow the height of each waypoint, that means if you align the waypoint to the ground, your vehicle will simply follow it. The "Size To Add" value in the inspector adds an additional height to the car (typically you type in the half of your object's height), so the vehicle "stands" on the path. There's also a selectable field "Lock Rotation" to lock the rotation on one axis so it does not tilt to a side. Unfortunately there is no built in setting that allows rotation around a corner (to lift the wheels) and uneven terrain is a bit critical, but maybe I misunderstood what you want to achieve?
I think I got it - I'm currently implementing the core gameplay right now (what's the point of having vehicles running around if the main aspect of gameplay isn't implemented?!?). I'll take a break from working on my game input (and backing it up!) and start trying with SWS.
Basically, I would like the vehicle to rotate on the X/Y axis and ignore the Z axis. So the vehicle will slope forward/backward when going up hills and turn left/right when turning, but NOT bank on the z-axis.
EDIT: Baroni, I found a bug in SWS! I'm so sorry! I'll re-edit and post a video once I get one uploaded.
Anyway, here's what happens, Scenario 1:
1) Object is moving between paths (using the Move to Path feature)
2) Object's speed is set to 0, object keeps moving to the first node of the new path and then stops
Anyway, here's what happens, Scenario 2:
1) Object is moving between paths (using the Move to Path feature)
2) Object's speed is set to 0
3) iMove.Stop() is called
4) Object stops
.... some time passes ...
4) Object's speed is set higher than zero (let's say 6)
5) iMove.StartMove() is called
6) Object moves at a snail's pace (even though the speed value says 6) until it hits first node, then moves normally
Here's a video that I made:
EDIT: I think I know what the problem is now. iTween's speed only gets updated at checkpoints - if you change it between checkpoints, it saves it for updating later.... is that by design?...
The cube at the bottom left represents the stages of the stop light system so far!
I seem to be having a bit of a problem playing an idle animation... or maybe I'm just doing it wrong. I want my character to pause for 5 seconds at waypoint 1. However, I always get an error message saying that the idle (or any other) animation can't be found. I can select it just fine in the the Inspector, but it doesn't want to play. All my animations are different FBX files containing the skeleton of the main character doing different things, is that the problem?
Hey Jeff,
thanks for recording a video! You're right, iTween updates its parameters (speed value) only at every waypoint, there is no way to change parameters of a running ( i- ) tween. That's an iTween thing. I suggest you use the hoMove component for smooth movement of your vehicles. hoMove utilizes HOTween behind the back and allows curved paths since version 2.0.
As mentioned above, you can get the tween of hoMove (declare the "tween" variable as public first) and control the speed using its timescale property. This would get rid of scenario 1, because if the timescale of the tween is zero, the tween does not run further. You could also call Pause() and Resume() on the hoMove component to achieve the same result.
That would be very similiar to scenario 2, where Pause() and Resume() could stop and resume the tween at the stop light. (nice colorful box btw ) Again, using the timescale property and perhaps a coroutine for acceleration and deceleration could give a desired result. Let me know your progress on this.
Hi nielsvaes,
no, that should not be a problem, thanks for the screencapture. By investigating your object, "Gerrit Mover" has no animation component attached, that's fine. But the animation clips have to be assigned to an object, does the gameobject "Character_Gerrit" have these animation clips assigned like at this page? http://docs.unity3d.com/Documentation/Components/class-Animation.html
If yes, please expand the FBX animation file and try to directly drag the animation clip in the "Idle Anim" slot instead.
Hope that helps,
I looked into HoTween and I figured out that I can't use tweening at all, unless my mental math is wrong (I've been hammering it hard the last few days hah). There's no simple way of doing it, by changing a normalized timescale value between 0-1 means that the vehicle will move at a speed dependent on the space between checkpoints.
Instead, what I did is figured out how you implemented your checkpoint system I took the difference in position between checkpoint(n) and checkpoint(n + 1), normalized it, and move any gameobject on it by gameobject.transform += (differenceVector * speed * time.deltatime). For rotation between points, I use iTween's LookTo feature.
If you're interested, I'll clean up and comment my code and post it - or send it to you! If you like it, I'd love to clean it up and send it to you as a package. I have it designed to where you can drag a script onto an object and it starts tweening (like yours) but also an additional script that when trigger boxes collide, will assign a new path to a tween or change it's state - like braking.
I don't know if I fully understand what you are trying to do, but I did a small test project using timescale settings in HOTween to brake/accelerate a vehicle a week or two ago just fine. I set the SWS tween to speed instead of time to avoid speed differences when moving between checkpoints. Have you tried to use speed instead of time?
Yeah, I used speed instead of time, still the same problem (except it went around curves). The speed also didn't change until it went to a new checkpoint, which I found odd. But anyway, I still got it working (regardless), so the point's still moot lol.
I just opened this page to let you know I found the problem, didn't expect a reply so soon Anyway, you were right, I scaled the animations array of Character_Gerrit down to just 1, which held the walk animation.
Thanks for the prompt reply though!
That seems uber complicated
Could you pm me your package and a short explanation on what you are trying to do?
Maybe I'll get it running without math, as c-Row confirmed. Complicated code isn't the best way in the long run.
I'm still a little bit foggy about this. Where do you need to add these methods in order execute these? Can you place them anywhere? Do you need specific scripts with specific names in specific locations?
In our game, we want to have the character walk from waypoint1 to waypoint 5. He needs to stop at waypoint3 and a specific animation needs to play there. Once that animation is done, the character needs to continue to waypoint 5.
How exactly do I need to set this up? Let's say I have an animation called "dancing". Do I just need a script with
Code (csharp):
void StartDancing()
and then use "StartDancing" as a method name on waypoint 3?
It's nearly as simple as that You can look up a message sample in the scene "Example_Straight", where a capsule flies through the air.
From the changelog:
Basically you create a script and attach it to your walker object. Name it whatever you like. Then you create a method within this script, let's call it "StartDancing" as in your post. At the desired waypoint, type in the name of this method in the message settings.
Regarding the method: In this case, you want to pause the tween at the third waypoint, play the animation and resume the tween after the animation fully played through. There are two different approaches for pausing a tween, depending on the movement script. For iMove, you would use:
Code (csharp):
public AnimationClip danceClip;
IEnumerator StartDancing()
yield return new WaitForSeconds(danceClip.length);
For hoMove, you would use Pause() and Resume() instead of Stop() and StartMove().
Should be pretty straight forward
Again, thanks for the swift replies.
I'm not trying to be an idiot, but I just am That, and it's been a long time since I've done any programming in Unity. The problem I'm having right now is this:
Code (csharp):
is not recognized. Do I need to define or include anything before I can use it?
You need a reference to the hoMove component:
Code (csharp):
private hoMove hoScript;
void Start()
hoScript = gameObject.GetComponent<hoMove>();
Now you can use hoScript.Pause() and every other public method of the hoMove script for this walker object in your "DoingStuff" function.
Great, got it working now.
Thanks for the great support, we're going to use your system for our new game so you'll have at least a couple more sales because we're going to use it on every machine here
Before i'm going to buy this package i've got one question first.
Does this system automatically puts the character on the right Y-axis? Or could you give me a little more information about the moving object/character placement?
Thanks in advance
Wonderful, you're welcome
Hi wmgcata,
it puts the character on the path you created in the editor. The path could be 2D, 3D with Y-up, Z-up or something else.
The first thing you would do is to create a path in your scene. Then, you rotate your object how you need it to be and attach a movement script to it. It will then simply follow the path assigned to it. There are no limitations regarding world axes. Did I answer your question?
edit: the rotation of the object would stay the same on the whole path. If you need your object to rotate while moving on the path (maybe climbing a wall), there can be a bit of scripting involved.
Hahaha, it's not really that bad. I'll message it to you when I get the chance - I've actually coded this before in other languages, and this is the first time I got it working in less than an hour! Before, it would take multiple days if not weeks to get it done =)
Hey Baroni,
Here is my code for moving vehicles, like I said I'd post =)
Code (csharp):
[RequireComponent (typeof (Collider))]
public class VehicleControllerScript : MonoBehaviour {
public float accelerationSpeed;
public float decelerationSpeed;
public float maxSpeed;
public float minSpeed;
public float turnSpeed;
public bool loopPath;
public int startingTargetPoint;
private float baseSpeed;
private VehicleTriggerScript vTrigger;
private bool assignedPath;
public enum Enum_Vehicle_State
public Enum_Vehicle_State vehicleState;
//rem let's see if we can use the iMove framework to make our own pat system
//rem hold waypoints
private Transform[] waypoints;
//rem hold what point we are currently at
private int currentPoint;
private Vector3 basePoint;
public PathManager startPath;
private Vector3 vectorDiff;
private float oldDist;
private float newDist;
void Start (){
waypoints = startPath.waypoints;
vectorDiff = new Vector3();
currentPoint = startingTargetPoint;
void Update (){
if (vehicleState == Enum_Vehicle_State.GO)
baseSpeed += (Time.deltaTime * accelerationSpeed);
if (baseSpeed > maxSpeed)
baseSpeed = maxSpeed;
if (vehicleState == Enum_Vehicle_State.BRAKE)
baseSpeed -= (Time.deltaTime * decelerationSpeed);
if (baseSpeed <= minSpeed)
baseSpeed = minSpeed;
gameObject.transform.position += vectorDiff * baseSpeed * Time.deltaTime;
oldDist = newDist;
newDist = Vector3.Distance(gameObject.transform.position, waypoints[currentPoint].position);
if (newDist > oldDist)
gameObject.transform.position = waypoints[currentPoint].position;
currentPoint += 1;
void OnTriggerEnter ( Collider other ){
vTrigger = other.gameObject.GetComponent<VehicleTriggerScript>();
void OnTriggerStay (){
void OnTriggerExit (){
vehicleState = Enum_Vehicle_State.GO;
assignedPath = false;
vTrigger = null;
public void AssignNewPath (){
if (vTrigger != null)
if ((vTrigger.canAssignPath)(vTrigger.possiblePaths.Length > 0))
if ((assignedPath == false)((vehicleState == Enum_Vehicle_State.GO)||(vTrigger.forcePath)))
//imComp.speed = accelerationSpeed;
baseSpeed = accelerationSpeed;
assignedPath = true;
int tInt;
tInt = Random.Range(0, vTrigger.possiblePaths.Length);
//rem get waypoints
waypoints = vTrigger.possiblePaths[tInt].waypoints;
currentPoint = 0;
if (vTrigger.moveToPath == false)
gameObject.transform.position = waypoints[currentPoint].position;
currentPoint += 1;
iTween.LookTo(gameObject, waypoints[currentPoint].transform.position, 0.1f);
public void UpdateCarDirection (){
if (currentPoint == waypoints.Length)
if (loopPath == true)
currentPoint = 0;
} else {
vectorDiff = new Vector3();
if (currentPoint < waypoints.Length)
vectorDiff.x = waypoints[currentPoint].transform.position.x - gameObject.transform.position.x;
vectorDiff.y = waypoints[currentPoint].transform.position.y - gameObject.transform.position.y;
vectorDiff.z = waypoints[currentPoint].transform.position.z - gameObject.transform.position.z;
iTween.LookTo(gameObject, waypoints[currentPoint].transform.position, turnSpeed);
oldDist = Vector3.Distance(gameObject.transform.position, waypoints[currentPoint].transform.position);
newDist = oldDist;
public void SetVehicleState ( Enum_Vehicle_State pState ){
vehicleState = pState;
I'll look into it in a free minute
Version 2.1.1 has hit the Asset Store. This version fixes smaller bugs and introduces several custom PlayMaker actions (thanks to Alex Chouls from Hutong Games for a developer copy). I don't know if these actions are useful at all, please let me know what you are trying to do and whether you need more or other actions.
Fixes Changes
• hoMove: fixed Pause() so it actually does pause the tween correctly
• hoMove: fixed bug on "closePath" not playing a walk animation while moving
• MessageExample.cs: added methods for pausing a tween with messages
• HOTween: updated to version 1.1.333, big thanks to Daniele who fixed the constrained rotation using "lockAxis" and improved "lookAhead" rotation, also optimized partial tweens and made them more garbage collector friendly
• PlayMaker actions: added SWS_SetPath, SWS_GetPathNode, SWS_SetPathNode under "Simple Waypoint System" in the Action Browser (unzip the archive file)
Just a few requests for the playmaker actions... could we get and "every frame" option on the get path action.... I'm trying to change paths but to the same index of the other path...
Also, a pause/ stop action?
and if possible, change speed at runtime... trying to add/subtract speed with two keys as an object moves trough a path...
Again, fantastic addition to sws...
keep up the excellent work
So you want that your object moves e.g. to the third waypoint of the new path and continues there? That would be easier with iMove, but nearly uneffective with hoMove as it always generates the whole path at start.
Pause() and Stop() don't require parameters, you can use SendMessage for these.
I'll try to get these implemented soon.
Another quick one, is their a simple way to change the speed at runtime (from Javascript) so I can speed up and slow down my character (thinking of a running gaming with all this olympic stuff).
It would also be great to change the speed of the animation at the same time
In iTween, there's only the possibility to change the speed once, not over time. This was discussed back on page 2. Changing the speed of an animation is described here and here, unfortunately there is no built-in method at this time.
As for HOTween, you can use its timescale property for changing its playback speed.
Code (csharp):
public void ChangeSpeed(float value)
// create another HOTween to change the timescale to 'value' over 3 seconds
HOTween.To (tween, 3, new TweenParms().Prop("timeScale", value);
//animate animation speed over time (in this case over 3 seconds)
if (anim == null) return;
foreach (AnimationState state in anim)
HOTween.To(state, 3, new TweenParms().Prop("speed", value));
I don't know how to effectively convert this to unityscript, but you can add this to hoMove.cs and call it via SendMessage() or, if the scripts are located in the Standard Assets folder, get the component via unityscript and directly call the method. Hope that helps!


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Windows Live Search Macros - Build, Share, and Use Your Own Search Engine in …
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Windows Live Search includes the power of Search Macros - custom search engines that can be created in seconds and that can powerfully alter the search results. Learn how to create these custom search engines, how to use them with a single click from within Windows Live Search, how to share them with others, and how to integrate them with search boxes and search results on your site.
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