<?xml version="1.0"?>
<rss version="2.0">
<channel>
<title>Forum - Tech Help - So much potential, so many bugs - Messages</title>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<description>Forum - Tech Help - So much potential, so many bugs - Messages</description>
<language>en-us</language>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<generator>Jitbit AspNetForum</generator>
<pubDate>Thu, 02 May 2013 07:17:19 GMT</pubDate>
<lastBuildDate>Thu, 02 May 2013 07:17:19 GMT</lastBuildDate>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>This is unfortunately known to happen if you take the focus off of Muvizu<i>while opening a saved set or loading a new scene</i> <br/>  </div>  <br/> Yeah - your're probably right - that's what I do all the time as it can take a while to open / save a set. <br/>  <br/> It's no biggy - just thought it should go on some sort of list.]]></description>
<pubDate>Thu, 02 May 2013 07:17:19 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Dreeko</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>And a request…. <br/>  <br/> It is infuriating that the characters do not keep their pose when you are editing objects. Imagine the scenario -  you have an animation of someone opening a door with the “open door” action. You can get the timeline in the exact position so they have their hand out and you want to re-size and move the door around, so you edit the door object. This closes the timeline and all your characters so to their just standing around breathing state and you can't tell where his hand will be anymore. It would be so much better (i.e. quicker to get stuff done) if either you could edit items without the timeline automatically closing (my favourite solution) or that all the characters at least held their position when editing. </div> <br/>  <br/>  <br/> <img src="images/smilies/whs0be.gif" border="0" alt="What He Said" /> x 10]]></description>
<pubDate>Wed, 01 May 2013 14:01:37 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>There is still another focus issue – sometimes the mouse is not active when you come back to Muvizu. This happens sometimes if you go to another application and back to Muvizu (I do this all the time). You have to click on a different window (can even be the timeline window) and back to get the mouse to move you round the set. </div>This is unfortunately known to happen if you take the focus off of Muvizu<i>while opening a saved set or loading a new scene</i> and can be fixed by just clicking on something else, as you mentioned, or simply keeping Muvizu the active window while opening a set (which we know isn't idea for larger sets and is something we're working on fixing very soon). Have you definitely had it happen at random moments when you <i>haven't</i> been opening a saved set or loading a new scene...? <br/>  <br/> A massive thanks to everyone who has stuck by us with the teething issues for the new UI, by the way! A lot more work has gone into Muvizu:Play than even what can be seen on the surface; it has been a massive undertaking and unfortunately some issues have slipped through the cracks along the way. At the end of the day, we love Muvizu as much - if not more - than you guys do and we take a massive amount of pride in our application and in knowing that our userbase is happy with it. There may be some new features or adjustments which have rubbed some of you up the wrong way, but if the past few days on the forum have proven anything I hope it's that we do listen and respond to everything you guys say in the hopes of making you <i>even happier</i> and refining an app we can be <i>even more proud</i> to put out there. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 01 May 2013 13:27:32 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'>Do you mean you want it to remember that it was open when you closed Muvizu and have it reappear the next time it starts? </div> <br/>  <br/> I think you may be right here and that it does stay open. I might move it to my second screen and then it gets hidden behind the timeline – I’ll keep an eye on it. <br/>  <br/>  <br/> Another couple of things (don't worry - Muvizu Play is going very well) <br/>  <br/>  <br/> There is still another focus issue – sometimes the mouse is not active when you come back to Muvizu. This happens sometimes if you go to another application and back to Muvizu (I do this all the time). You have to click on a different window (can even be the timeline window) and back to get the mouse to move you round the set. <br/>  <br/>  <br/> And a request…. <br/>  <br/>  <br/> It is infuriating that the characters do not keep their pose when you are editing objects. Imagine the scenario -  you have an animation of someone opening a door with the “open door” action. You can get the timeline in the exact position so they have their hand out and you want to re-size and move the door around, so you edit the door object. This closes the timeline and all your characters so to their just standing around breathing state and you can't tell where his hand will be anymore. It would be so much better (i.e. quicker to get stuff done) if either you could edit items without the timeline automatically closing (my favourite solution) or that all the characters at least held their position when editing.]]></description>
<pubDate>Wed, 01 May 2013 12:51:27 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'> It's easier to read, so in fact we're really doing you a favour by encouraging you to use this. Your eyes will thank us in a couple of years' time! <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> Thanks very much for that wise advice. Now I see the logic behind the decision to have zoom and scroll together on the details tab. I am sorry for reporting what is obviously a brilliant new feature designed with a view to the health and safety of the user. If Muvizu came with ear protectors and a hard hat it would fully comply with BS1234 and may even get the coveted CE badge. <br/>  <br/>  <br/> I apologise for my error it's just that the sudden, unexpected zooming was causing me motion sickness and a couple of times I grabbed by desk in a vain attempt to stop myself crashing into objects in the set. This is not enough to stop me using Muvizu but I now have to strap myself into my chair to avoid falling off. <br/>  <br/> <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 30 Apr 2013 16:53:47 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>WozToons</b> wrote:<br/><div class='quote'>The mouse wheel on some menus zooms the view as well. </div>This seems to only happen in the "Create" menu, when you select "View As Details". If you feel this is causing an interruption in workflow, then until we can fix this in an upcoming patch then all you need to do is click "View As Icons" or "View As Tiles" instead of having "View As Details" selected and the scrollwheel should only affect objects in the Create menu window as long as the mouse pointer is in it and not affect the Muvizu environment. Apologies if you really find it a lot easier to work with "View As Details" and are determined that it's the only way you can work with Muvizu, but "View As Tiles" is really <i>very</i> similar but with slightly bigger icons and text. It's easier to read, so in fact we're really doing you a favour by encouraging you to use this. Your eyes will thank us in a couple of years' time! <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 30 Apr 2013 09:56:55 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Neil</title>
<description><![CDATA[<b>WozToons</b> wrote:<br/><div class='quote'>Please see video below regarding zoom as this makes it clear..... </div> <br/> Hmmmm...  Yeah, it's definitely not supposed to do that.  I'll have a look at that in the morning. <br/>  <br/> <b>WozToons</b> wrote:<br/><div class='quote'>Thanks for responding so quickly Neil, I appreciate you're busy fixing all this stuff. </div> <br/> So, so busy.  <img src="images/smilies/sdb60030.gif" border="0" alt="puppy dog eyes" />]]></description>
<pubDate>Mon, 29 Apr 2013 23:22:54 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'> <br/> Just to make sure we're on the same page here, what focus problems are we talking about here?  I've read your post about using the mouse wheel in the create / edit menus and I'm not sure I fully understand the issue. <br/>  <br/> The mouse wheel generally works on whatever is directly under the mouse at the time.  So if you have an edit window open with a slider on it, the mouse wheel will control the slider whenever the mouse is directly over it.  Otherwise, it should move you backwards and forwards in the scene.  Similarly, the create window has a big scrollable list of characters, objects, etc.  When the mouse is directly over this list, it should scroll the list.  Is this not what you're seeing? <br/>  <br/>  </div> <br/>  <br/> Thanks for responding so quickly Neil, I appreciate you're busy fixing all this stuff. <br/>  <br/> Please see video below regarding zoom as this makes it clear..... <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/GtJXy9EAtAY?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  <br/> Hope this helps <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by WozToons on 29/04/2013</em>]]></description>
<pubDate>Mon, 29 Apr 2013 22:29:32 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Neil</title>
<description><![CDATA[<b>WozToons</b> wrote:<br/><div class='quote'>Could these be related to the focus problem I keep banging on about? It seems to me that this version has developed a serious case of short term memory loss. as it doesn't seem to know where it is or what it's done sometimes. The scene window memory use indicator is not working properly. </div> <br/> Just to make sure we're on the same page here, what focus problems are we talking about here?  I've read your post about using the mouse wheel in the create / edit menus and I'm not sure I fully understand the issue. <br/>  <br/> The mouse wheel generally works on whatever is directly under the mouse at the time.  So if you have an edit window open with a slider on it, the mouse wheel will control the slider whenever the mouse is directly over it.  Otherwise, it should move you backwards and forwards in the scene.  Similarly, the create window has a big scrollable list of characters, objects, etc.  When the mouse is directly over this list, it should scroll the list.  Is this not what you're seeing? <br/>  <br/>  <br/> <b>WozToons</b> wrote:<br/><div class='quote'>Loaded textures don't show up, to set a texture to NONE you first have to select a new texture and then select NONE instead of just selecting NONE. The same with IN USE. The mouse wheel on some menus zooms the view as well. The colour/texture box is taking longer to show and is laggy for me now. Yes they work, but they don't work as expected and they cause a interruption in workflow. </div> <br/> There's a problem with the "in use" texture category, and although I've had a quick look at it, I'm afraid I haven't had a chance to tackle solving it just yet, sorry.  It's definitely on my list though, and I'll get it sorted either in a patch or for the next major release.  I'll let you know once I have a better idea.  I'll also look at the laggy colour / texture picker for you. <br/>  <br/> <b>WozToons</b> wrote:<br/><div class='quote'>Like ukBerty I am finding the lighting quite different but will need more time to decide whether it's positive or negative. It seems to require more computing power and warms my laptop more. </div> <br/> I think Dave's already spoken about this and frankly, it's beyond my understanding.   <br/>  <br/> <b>WozToons</b> wrote:<br/><div class='quote'>For balance, I think the timeline is pretty well sorted now although I haven't messed around with audio in it much. </div> <br/> I'm very happy to hear it.  Thanks.  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 29 Apr 2013 16:59:23 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Neil</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>If you abort rendering a video you have to resize the "make video" window to get the close button to be active. Doesn't always happen  - around 50% of the time. Actually just noticed it sometimes does this when you don't abort as well.  </div> <br/> I haven't seen this one before, and it seems to be working okay for me.  I'll look into it, though. <br/>  <br/> <b>ukBerty</b> wrote:<br/><div class='quote'>Like characters, objects that have their movement animated do not appear in the correct position on loading the set. Unlike characters simply going into the timeline will not move them to the correct position, you have to actually press pay and they jump to where they should be. </div> <br/> It'll likely be the same root cause as the characters.  Dave's not in today so I can't check with him, but I'm fairly sure he's looking into it. <br/>  <br/> <b>ukBerty</b> wrote:<br/><div class='quote'>I want to keep cameras window open once I've opened it. I always want this open - all the time. I have tried to “pin” it, but it still closes. </div> <br/> The "pin" option simply keeps the window locked to the main Muvizu window when you drag it around.  When is it closing?  Do you mean you want it to remember that it was open when you closed Muvizu and have it reappear the next time it starts?]]></description>
<pubDate>Mon, 29 Apr 2013 16:18:18 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'> If you abort rendering a video you have to resize the "make video" window to get the close button to be active. Doesn't always happen  - around 50% of the time. Actually just noticed it sometimes does this when you don't abort as well.  <br/>  <br/> Like characters, objects that have their movement animated do not appear in the correct position on loading the set. Unlike characters simply going into the timeline will not move them to the correct position, you have to actually press pay and they jump to where they should be. </div> <br/>  <br/> Could these be related to the focus problem I keep banging on about? It seems to me that this version has developed a serious case of short term memory loss. as it doesn't seem to know where it is or what it's done sometimes. The scene window memory use indicator is not working properly. <br/>  <br/> Loaded textures don't show up, to set a texture to NONE you first have to select a new texture and then select NONE instead of just selecting NONE. The same with IN USE. The mouse wheel on some menus zooms the view as well. The colour/texture box is taking longer to show and is laggy for me now. Yes they work, but they don't work as expected and they cause a interruption in workflow. <br/>  <br/> Like ukBerty I am finding the lighting quite different but will need more time to decide whether it's positive or negative. It seems to require more computing power and warms my laptop more. <br/>  <br/> I have used both 32 and 64bit PLAYS and they have the same problems. <br/>  <br/> For balance, I think the timeline is pretty well sorted now although I haven't messed around with audio in it much. <br/>  <br/> I'd be grateful if you could let us know where you are with these problems, sorry to moan.]]></description>
<pubDate>Mon, 29 Apr 2013 15:14:34 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Neil - Just a couple more little things I noticed over the weekend.... <br/>  <br/> Two little bugs.... <br/>  <br/> If you abort rendering a video you have to resize the "make video" window to get the close button to be active. Doesn't always happen  - around 50% of the time. Actually just noticed it sometimes does this when you don't abort as well.  <br/>  <br/>  <br/> Like characters, objects that have their movement animated do not appear in the correct position on loading the set. Unlike characters simply going into the timeline will not move them to the correct position, you have to actually press pay and they jump to where they should be. <br/>  <br/>  <br/> And a request... <br/>  <br/>  <br/> I want to keep cameras window open once I've opened it. I always want this open - all the time. I have tried to “pin” it, but it still closes. <br/>  <br/>  <br/> And a last comment..... <br/>  <br/>  <br/> I must admit that I'm finding getting the lighting right is now more difficult - maybe I just need to get used to it. <br/>  <br/>  <br/> Berty]]></description>
<pubDate>Mon, 29 Apr 2013 12:29:00 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'>Hi Berty, <br/>  <br/>  <br/> As for the timeline, we're talking about several changes we can do to make it easier.  We've already agreed on a new feature for selecting objects from the timeline and highlighting objects within the timeline that you click on in the scene, much like you're asking for.  We're also looking into the layout to make it less busy and generally make it easier to control. <br/>  <br/>  </div> <br/>  <br/> I was seriously starting to get worried but your comments make me feel like possibly this will go in the right direction in the end.   I sent another email about the timeline detailing more what was wrong, but it seems all so elementary to me to have to say these in such detail. Anyhow I will be waiting and watching and hoping.    A second monitor should not be required for a timeline.     <br/>  <br/> I wish I could give more feedback unfortunately its a bit hard when you cant actually work with the product.   I am excited with the direction muvizu is taking in most things its the approach that makes me nervous because I want to see your great product succeed and turn lots of heads <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Fri, 26 Apr 2013 21:52:42 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'>The compromise to that (as insisted upon by our engine developer) is that *really* small models will fail to load and generate an error message. </div> <br/> Neil -  that's fine - as long as when it says they don't load then they don't load. The problem at the moment is that although it says they don't load, they do. Then they whinge each time you load the set. <br/>  <br/> Sounds like you're on top of it though.]]></description>
<pubDate>Fri, 26 Apr 2013 13:18:51 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Neil</title>
<description><![CDATA[Hi Berty, <br/>  <br/> Thanks for the (mostly) positive review.  <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> We've changed the way loading small objects works based on your feedback.  We've reduced the minimum allowed size of models that can be safely imported and the cigarette packet model you sent me earlier now loads without any error messages at all.  The compromise to that (as insisted upon by our engine developer) is that *really* small models will fail to load and generate an error message.  I'll let you know once that feature is released and I'd appreciate it if you could give us some feedback on it as it may require a little tweaking.  Thanks. <br/>  <br/> I'll pass on the bugs that you describe to the appropriate developers (scale, process not closing, sound sync and character start position).  Hopefully we can get them all sorted for the next major release. <br/>  <br/> As for the timeline, we're talking about several changes we can do to make it easier.  We've already agreed on a new feature for selecting objects from the timeline and highlighting objects within the timeline that you click on in the scene, much like you're asking for.  We're also looking into the layout to make it less busy and generally make it easier to control. <br/>  <br/> Again, thanks for the feedback, please keep it coming.]]></description>
<pubDate>Fri, 26 Apr 2013 10:55:26 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[I have now started to use Play in anger now the teething problems seem to be behind us. I started looking at it again with some trepidation as others are having such problems, but I have to say I’m doing just fine (apologies to those that aren’t). <br/>     <br/>   The camera focus is better <br/>   Speed of load and operation is not noticeably different – set loading may even be quicker. <br/>   Have had no crashes. <br/>     <br/>   There are some new small issues…… <br/>     <br/>   Scale – you can click the up arrow and the object will increase in size, but the scale still reads 1.0. This makes rescaling a bit hit and miss. You seem to get two clicks per granulation.  <br/>     <br/>   Process still does not close on exit – I have to kill it off each time or my PC fills up with Muvizus. I seem to be the only one getting this though. <br/>     <br/>   Now, this “Object is too small to be imported” false error. Please, please get rid of this. It is now much worse than it was as the focus switches to this error each time it pops up. I used to be able to start loading a set and then go and do something else – write an email, interact with the forum, work on a 3d model and 3 minus later the set would be loaded (my sets are big, I’m not complaining about the time). But now every time that pesky box pops up focus gets diverted from my current app back to Muvizu which is telling me something that is not true anyway - Ahhhh <br/>     <br/>   A couple of comments….. <br/>     <br/>   Timeline is busy, but we’ll have to get used to it. Could the current object be highlighted as it would make it easier to find. I now have to put the timeline on my second screen which is how it should be, but it means I can no longer watch iPlayer which animating ! <br/>     <br/>   If your characters have been moving around then when the set loads the characters seem to be at the position they start at rather than where they were when the set was saved. You have to go to the timeline and they all jump to where they should be. It’s just a bit unnerving. <br/>     <br/>   Personally I would like to see separate start and stop buttons back. When you have a big complicated set there is a slight lag when pressing stop (again, no moans about this). Or when previewing a section it will automatically stop at the end marker. In both these cases it’s very easy to press stop and in fact be pressing start. Going back to two buttons would get round this again. <br/>     <br/>   And an old classic…… moving into the professional arena this one’s time has come to be fixed I think :- <br/>     <br/>   We still have the issue of the sound sync. If you have a section of the timeline selected as your shot and you play from the start of section marker then the sound is in sync  - i.e. how it will be when you render. If you play from the middle of the section then it will be out by some distance. This slows production down as for each pass (dialog/head/action/eyes) you need to start recording from the beginning to make sure what you are hearing is in the same place as it will be when you render. This is also true when you are just playing the section to adjust things. Over time this means many hours are wasted. <br/>     <br/>   So, in conclusion  I have made the leap to Play and I think I’m sticking with it. <br/>     <br/>   Berty]]></description>
<pubDate>Fri, 26 Apr 2013 07:58:35 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'>Let me know if there's any problems associated with this as any changes should have been improvements rather than hindrances. </div> <br/> OK, I understand. It's just time moving forward really. You don't want to know how many sets I have that will need work. <br/> I'll do a few shots with Play tonight and see how I get on.]]></description>
<pubDate>Tue, 23 Apr 2013 15:08:52 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from CrazyDave</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>The distance and shadow settings seem to look different. Is it just a case of adjusting each set as I convert over, or can something be done ? </div> <br/>  <br/> There have been some minor modifications to the way shadows behave over long distances. It shouldn't affect most sets but if it does you will have to adjust them manually as an automatic conversion process would not have been possible to create, sorry. <br/>  <br/> Let me know if there's any problems associated with this as any changes should have been improvements rather than hindrances.]]></description>
<pubDate>Tue, 23 Apr 2013 13:26:46 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'>Launch the app with "Muvizu.exe -forceSWAA". </div> <br/>  <br/> I have tested this and can confirm that it all seems to work just fine, the ready break glow has gone - I didn't notice it taking any longer to render so that's made my day. <br/>  <br/> The thing that I did notice though is that the lighting is not really compatible between 23b and Play. The distance and shadow settings seem to look different. Is it just a case of adjusting each set as I convert over, or can something be done ?]]></description>
<pubDate>Tue, 23 Apr 2013 13:22:30 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from CrazyDave</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>Could you confirm whether this is in Muvizu-Play and what the switch is please. </div> <br/>  <br/> It is indeed. Launch the app with "Muvizu.exe -forceSWAA". <br/>  <br/> D]]></description>
<pubDate>Tue, 23 Apr 2013 10:07:07 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Dave - you mention that the anti-alias/ready break glow issue with the unreal engine could be solved with using a special switch to force software anti-aliasing on.  <br/>  <br/> Could you confirm whether this is in Muvizu-Play and what the switch is please.]]></description>
<pubDate>Mon, 22 Apr 2013 06:55:50 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Thanks for all your answers. I think I'll do what UrbanLamb does, continue to use uncompressed until I want to do some specific editing and then use TGA. <br/>  <br/> I will also continue to use a swat for those damn flies.]]></description>
<pubDate>Mon, 22 Apr 2013 05:49:44 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[At the moment i use uncompressed muvizu only goes to 720x1280 anyhow.   If I want to do something wierd with the frames I might do a short bit of TGA but for me anyhow the loss of quality after youtube re-encodes in webm no one is going to see it and I sure can't I only see my editing errors after I look at it being away from a week of staring at the video.   I find an advantage to using tga's if I have to do a stop motion edit in muvizu to mimic an action that can't be animated inside it (picking up a phone, handing over a sheet of paper or something and even then most people are busy blinking so they miss it hehe).  I also find tga good if your doing *cough* discontinuous editing or jump cuts to mimic passage of time (I have yet to put that in muvizu not seen much use for it... yet) but otherwise uncompressed is good enough for me.    If I wanted to do ultra hd maybe I would consider switching, but at the moment for muvizu anyhow I see little advantage to it unless its for some specific editing magic because youtube is gonna butcher the video no matter what and encode it really badly.   <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sun, 21 Apr 2013 19:21:21 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>All I see is that it's a lot harder to identify your shits as there are so many files. </div> <br/> No, I think the wrong word here is 'files' - it should be 'flies' <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sun, 21 Apr 2013 18:36:25 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'> All I see is that it's a lot harder to identify your shits as there are so many files. </div> <br/>  <br/> Really? They are usually just below me when I've finished. <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/>  <br/> I have a RAW folder for every shot with an appropriate name in an appropriate folder so finding them during and removing them after production is no problem. <br/>  <br/> OK UK here goes.... <br/> <ul><li>Most of the advice I have read on sites like Lightworks etc. say that you should work with raw frames until the final render.</li><li>I use Gimp 2.8 with GAP, this loves raw .tga as opposed to video files. It does not have to convert to frames first. Great for making transparent .avi stuff for import.</li><li>Slow motion or speeded up sequences are easier as there is no timecode in the files.</li><li>I add my audio after render so it saves me having to delete the audio track in an .avi</li><li>You don't have to faff around with all these codecs and their associated problems.</li><li>I don't care what anyone else says I still think the quality is better. ( I may be wrong but that's my perception )</li><li>Individual frames can be edited.</li><li>Take every 25th frame and you have a cool slideshow of every second of your movie.</li><li>See ekholbrook's point about stopping and starting.</li><li>A ready made repository of screenshots.</li></ul> <br/> I am sure there are more but my brain has a day off on Sundays. <br/>  <br/> <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Sun, 21 Apr 2013 15:16:59 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[The advantage of saving out single image files is mostly that you can stop at any point and pickup at that point later.  <br/>  <br/> For example if the system crashes. You have at least saved out part of the animation.]]></description>
<pubDate>Sun, 21 Apr 2013 13:58:40 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[<b>WozToons</b> wrote:<br/><div class='quote'>This enables you to have much more freedom and control in post production. </div> <br/>  <br/> Woz - I'm interested in what you mean here. I've just done a test with .tga files (thanks for telling me how to do this - I've often wondered!). <br/>  <br/> i have recently changed to "uncompressed" or as it is in 23b "None" as my Codec. This is to simplify my workflow. I used to run everything through virtual dub but I have realised (after 18 months of religiously doing this) that all I do is end up with an uncompressed .avi file so I may as well just start like that. <br/>  <br/> I notice that in my test the individual .tga files take up even more space than my uncompressed .avi (prob around 20% more). What are the advantages in editing that you mention. All I see is that it's a lot harder to identify your shits as there are so many files. <br/>  <br/> Cheers, Berty.]]></description>
<pubDate>Sun, 21 Apr 2013 12:01:51 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[<b>ekholbrook</b> wrote:<br/><div class='quote'>Plus, the codec I'm saving out to, the quality was really quite good, no noticeable blotches or hiccups or "compression" looking areas and if I weigh that file size (128 megs for a 6 minute, 1280x720 clip!) compared to 4+gigs for the uncompressed (if it even worked), was a no brainer. <img src="images/smilies/smile.gif" border=0 /> </div> <br/> Yes, that's great if that's the finished movie, but didn't you then have to convert it into something else to get Premiere to edit it?  I'd be interested to know what format and size of file you put into Premiere.  Cos I'm nosey <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Sat, 20 Apr 2013 18:23:59 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[When you go to render the video, on the file selector, the drop down menu defaults to .avi. You can change it to .tga and it will render as separate frames. You should be able to import this still image sequence into any video editor that's worth using. I often forget to change it and have to restart, it's not that obvious. This enables you to have much more freedom and control in post production.]]></description>
<pubDate>Fri, 19 Apr 2013 22:48:12 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[<b>WozToons</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'>Otherwise, I can just stick with uncompressed - hasn't done me any harm so far <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/>  <br/> That's what I do, saves all the grief. I use Xvid for quick rushes and .tga for final render. <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> Normally that's what I'd do except in my case the uncompressed AVI simply wasn't writing correctly so sometimes it would play... sometimes not... sometimes had wavy TV interference type lines.  <br/>  <br/> Plus, the codec I'm saving out to, the quality was really quite good, no noticeable blotches or hiccups or "compression" looking areas and if I weigh that file size (128 megs for a 6 minute, 1280x720 clip!) compared to 4+gigs for the uncompressed (if it even worked), was a no brainer. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 19 Apr 2013 22:40:50 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from WozToons</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Otherwise, I can just stick with uncompressed - hasn't done me any harm so far <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/>  <br/> That's what I do, saves all the grief. I use Xvid for quick rushes and .tga for final render. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 19 Apr 2013 22:28:25 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Damn, I don't have any other codec packs installed, just k-lite and nout else, so that won't work! <img src="images/smilies/smile.gif" border=0 />  I'll try downloading the latest versions of k-lite and Lag, see if that helps.  Otherwise, I can just stick with uncompressed - hasn't done me any harm so far <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Fri, 19 Apr 2013 18:48:55 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Marco_D</title>
<description><![CDATA[Noooooooo!!!! Ziggy,  the COM Surrogate error!!!!!!!!!! <br/>  <br/> How I feel your pain. Yes I did have this error, making me a very grumpy miserable man <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I did managed to sort it by uninstalling other codec packs, besides the Lagarith codec. <br/> I even think I uninstall every single codec I had. The installed Lagarith and then the K-lite. <br/> I can however confirm that installing this codec on top of other might create problems. <br/> It has been months now since I had the last Surrogate error though. <br/>  <br/> I hope this helps Ziggy. <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Fri, 19 Apr 2013 11:39:09 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[<b>Marco_D</b> wrote:<br/><div class='quote'>Definitely the codecs you installed and the Lagarith Lossless codec are the best to use. In my humble personal opinion <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> I've tried using the Lag codec, but it always give me a COM Surrogate error message from windows as soon as it tries to 'see' the file and put a thumbnail on it (and fails - can still load it up in Vegas, and the file size is good, but windows keeps generating COM Surrogate error messages in the background).  I've had a look through the settings in the klite pack, but can't see anything that helps.  Have you ever had this error, Marco?]]></description>
<pubDate>Thu, 18 Apr 2013 20:23:26 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Marco_D</title>
<description><![CDATA[Hi ekholbrook, <br/>  <br/> I'm glad that things are getting sorted. <br/>  <br/> It seems the community is giving you a hand as well, which is good to see. <br/> Definitely the codecs you installed and the Lagarith Lossless codec are the best to use. In my humble personal opinion <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I hope you are having a better experience with Muvizu now. <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Thu, 18 Apr 2013 14:14:36 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>To add videos to the Muvizu Gallery outwith the app, you can just click the bright pink "Upload" button that should be in the bar at the top of every page on the website and then select the "Upload A Video" link. </div> <br/>  <br/> Thanks for the tip. Unfortunately I've already uploaded it to my account and I notice the above route sort of does the same thing. So I think I'll leave alone for the moment as I don't want two of the same video showing up on my YouTube page.]]></description>
<pubDate>Thu, 18 Apr 2013 13:59:20 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>ekholbrook</b> wrote:<br/><div class='quote'>if anyone wants to add to muvizu gallery feel free... Since I went the other route, saved out, upped to my own account, I wouldn't know then how that works. </div>To add videos to the Muvizu Gallery outwith the app, you can just click the bright pink "Upload" button that should be in the bar at the top of every page on the website and then select the "Upload A Video" link. <br/>  <br/> Cool video, and great tips on managing set file / output size problems! <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 18 Apr 2013 13:49:24 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[Don't know about the 59 seconds per clip. Using the free version with watermark and didn't have any issues going into the 7 minute mark. <br/>  <br/> Couple things seemed to resolve my issues.. <br/>  <br/> and btw, here is my resulting "music" video which I put up last night (uploaded to my account as it was not in a state where I'd upload from the app directly). There is a bit of post editing as I switched scenes, had to rip out the audio and put back in, slow down some parts, etc. Watermark intact thought <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> (btw, it's 720p, so be sure to view fullscreen in HD! LOL)  <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/t9k1DYhi8pg?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  <br/> if anyone wants to add to muvizu gallery feel free... Since I went the other route, saved out, upped to my own account, I wouldn't know then how that works.  <br/>  <br/> But anyway, what helped me was several things: <br/>  <br/> 1) uninstalled the 64bit version. Prob not necessary but just figured I'd go with the 32 which probably had more dev time put into it. <br/>  <br/> 2) Installed the Klite codec pack which allowed me to save out to an AWESOMELY tiny h264 format (entire 6 minute clip at 1280x720 came in around 100 megs and looked incredible complete with audio track). Unfortunately only 2 of my apps recognized it (windows movie maker and Vreveal) so I had to do a little conversion prior to editing in premier.  <br/>  <br/> 3) Told the app affinity to just use 2 cores. 1 core didn't seem to be enough as it needed like 10% of another core to keep the total CPU useage around 33%. Go figure.  <br/>  <br/> 4) I had complained that after direction a characters actions it seemed to take forever to 'compute' and have the app come back to life. It's partly my fault and partly the app. I had ALOT of character direction, head bobs, moving, playing, at times some characters I'd be pluggin in about 3 movements every 2 seconds or so. So the timeline was thick with actions. THAT... was what was taking so long for the app to compute after I stopped recording. I went back and deleted their tracks and tried to be more "efficient" and this seemed to help quite a bit. <br/> <em>edited by ekholbrook on 18/04/2013</em>]]></description>
<pubDate>Thu, 18 Apr 2013 13:34:01 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[<b>ekholbrook</b> wrote:<br/><div class='quote'>4) Does not utilize multiple cores, so the app was churning away when I went to save out the final movie, yet only 25% of the CPU was being used. A little disappointing. And more so because of # 5 below </div> <br/> Yeah, I complained about this one ages ago - it's a limitation of the Unreal engine, and without moving to a different game engine is unlikely to change (in the near future at least). <br/>  <br/> <b>ekholbrook</b> wrote:<br/><div class='quote'>5) Saving out uncompressed AVI, the resulting movie is invalid. This last one just pushed me over the edge. It created a 4gig file for a 6 minute clip that took nearly 3 hours to generated. Obviously no GPU processing going on to help out here, not using all cores. But of course the killer is...I CAN"T PLAY THE MOVIE!! </div> <br/> 59 seconds - that's your limit per clip.  Of course, Muvizu can output up to 20 minutes in one shot, but there's a file size limitation in windows which messes up playback of files larger than 2gb with audio, and using the high-end codecs always creates enormous (but nice looking) files.  Compile your sub 1 minute clips in a video editor, then export it from that instead.  Muvizu isn't good at creating a final edit.  If you really need longer shots, then use a lesser codec to keep the file size down below the 2gb cutoff. <br/>  <br/> As for your other problems, you can get around a lot of that by using the older 23b version of Muvizu, not the new Muvizu Play which has...issues <img src="images/smilies/smile.gif" border=0 />  Hope any of this helps.]]></description>
<pubDate>Tue, 16 Apr 2013 19:45:58 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[<b>gimmick</b> wrote:<br/><div class='quote'> <br/> ... <br/> I use the final WAV stereo mix only in the external video editing software <br/>  <br/> I hope this helps </div> <br/>  <br/> Definitely helps and gives me a thought which is to remove the audio file prior to rendering and see if that helps.  <br/>  <br/> the one codec that works (in this app) saving out is the Microsoft video however that too has issues, for example just re-rendered animation and first 30 seconds was like I was watching a TV station in a hotel that hadn't been tuned correctly, with horizonal colored lines, then the picture going up.... then about 30 seconds, was fine for 4 minutes.... then just died. Was playable... but again, just weird issues.  <br/>  <br/> I DO have several animation / video apps (premier as I said, windows movie maker (everyone has), Vue 11 (3D Raytracing Landscape, etc), and Reallalusion IClone (similar idea as this app), Poser 9, none of which has these issues, so I'm rather baffled of the cause.]]></description>
<pubDate>Tue, 16 Apr 2013 19:44:10 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from gimmick</title>
<description><![CDATA[Hello, <br/>  <br/> some tips that I use for my musical videos : <br/>  <br/> - I don't use uncomp rendering (files too big) but some 64 bits codecs like <br/> Lagarith Lossless codec / HuffYUV v2.1.1 / FFdshow MJPEG <br/> ( I use windows7 64 bits & Muvizu 64 bits) <br/>  <br/> - I use an external video editing software (Sony vegas). <br/> ==&gt; so my Muvizu files are short, around 20 to 60" <br/> ==&gt; so I use small mono WAV files in Muvizu <br/>  <br/> I use the final WAV stereo mix only in the external video editing software <br/>  <br/> I hope this helps]]></description>
<pubDate>Tue, 16 Apr 2013 19:29:02 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[<b>Marco_D</b> wrote:<br/><div class='quote'>Hello again ekholbrook, <br/>  <br/> Do you have any codecs installed? <br/> If not I can recommend you one that will give you less problems, hopefully <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Codecs can be a bit tricky and then cause you problems when you are trying to make a video. <br/>  <br/> Cheers, <br/> Marco </div> <br/>  <br/> I'm sure that's probably the issue. Definitely let me know what you recommend. I have pretty much the default stuff that comes with windows7 (which is basically next to nothing) and haven't installed any codec packages to my knowledge.  Don't know if it applies but remember I'm running Windows 7/64 bit, not 32.  <br/>  <br/> Which brings me to the other issue I was considering is that perhaps it's the 64bit version of this that's a little cranky and even though I'm running Win7/64bit, I might give the 32bit version a try and see if I have better success. I've seen that happen with several other applications (especially media creation ones - "reaper" comes to mind, among others). Just seems like many of the base plugins and codes prefer the 32 bit app... or something like that. <br/> <em>edited by ekholbrook on 16/04/2013</em>]]></description>
<pubDate>Tue, 16 Apr 2013 16:57:06 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Marco_D</title>
<description><![CDATA[Hello again ekholbrook, <br/>  <br/> Do you have any codecs installed? <br/> If not I can recommend you one that will give you less problems, hopefully <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Codecs can be a bit tricky and then cause you problems when you are trying to make a video. <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Tue, 16 Apr 2013 16:48:04 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[I'll send what I can. Unfortunately the errors don't show anything particular. For example I tried saving out the movie again to AVI, uncompressed which I figured would have the least problems, and again, while the app showed it saved out ok and was ready to view, the AVI will not open in anything, windows, quicktime, moviemaker, premier, etc. No "error" per se, just a "cannot open this file" message.]]></description>
<pubDate>Tue, 16 Apr 2013 15:33:00 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from Marco_D</title>
<description><![CDATA[Hi ekholbrook, <br/>  <br/> Sorry to hear that you having so much problems with Muvizu. <br/>  <br/> I'll try to help you stop those annoying crashes and issues. <br/> Looking at your hardware details I see nothing wrong with it. Just a good machine. <br/>  <br/> So lets, get started. <br/> Can you please take some screenshots of the errors / crashes and send it to bugs@muvizu.com <br/> Please attach your nickname to the subject. <br/>  <br/> Also can you send us your DirectX details - Dxdiag.txt <br/>  <br/> Here's how you can generate it: <br/> 1. Click on Windos "START" button <br/>  2. Select the "run" option <br/>  3. Type in "dxdiag" and click "OK"  <br/>  4. Check through the tabs and perform all tests  <br/>  5. Click "Save all Information..." and save the text file to a location of your choice  <br/>  <br/> Hopefully we will be able to gather details about these issues. <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Tue, 16 Apr 2013 14:07:12 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic2671-so-much-potential-so-many-bugs.aspx</link>
<title>Message from ekholbrook</title>
<description><![CDATA[Downloaded last night and basically the app is so easy to use I was making a music video of my music in minutes.  <br/>  <br/> Problem is.... there are quite a few issues going on here not related to the interface (the interface, directing, etc etc is great) .. it's the other stuff that make this app almost unusable unless they are addressed. <br/>  <br/> Quick summary of my equipment:  <br/>  <br/> 3.3ghz quad core i5 <br/> Win 7/64bit. 16 gigs of RAM <br/> 1 gig Nvidia GeForce GT 430 <br/> 800 gigs free HD space on main drive <br/>  <br/> Downloaded/running the full install of the 64 Bit version of this app. <br/>  <br/>  <br/> 1) Saving the file causes an error (whether true or not, but it's disconcerting). <br/>  <br/> 2) After recording actions for a character and stopping, it can take FOREVER to get the program back responsive. I recorded a 4 minute piece and literally waited close to 15 minutes for the app to come back alive (and yes, it did... eventually... which was a life saver because I had forgotten to save recently). But I don't what the deal here is. Recording for a few minutes on a character track and then you have to wait sooooooo long to keep working. With the CPU of course only maxing out at 25%.  <br/>  <br/> 3) Loading an mp3 as the audio track causes immediate crash. So I converted my song to a wav which the app told me was rather large (well... duh. that's why we compress audio!!) <br/>  <br/> 4) Does not utilize multiple cores, so the app was churning away when I went to save out the final movie, yet only 25% of the CPU was being used. A little disappointing. And more so because of # 5 below <br/>  <br/> 5) Saving out uncompressed AVI, the resulting movie is invalid. This last one just pushed me over the edge. It created a 4gig file for a 6 minute clip that took nearly 3 hours to generated. Obviously no GPU processing going on to help out here, not using all cores. But of course the killer is... <br/>  <br/> ..I CAN"T PLAY THE MOVIE!! <br/>  <br/> Sorry to yell there, but really man, this is totally frustrating. <br/> <em>edited by ekholbrook on 16/04/2013</em>]]></description>
<pubDate>Tue, 16 Apr 2013 12:30:25 GMT</pubDate>
</item>
</channel>
</rss>
