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01/11/2012 23:43:41

EEFilmzExperimental user
EEFilmz
Posts: 397
I'd like to know where people are getting those "Psycho" type houses used in the Halloween vids I saw! amazing....I coulda used that ! did they model them or ?
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01/11/2012 23:51:04

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I got mine (The Phantom Manor) off Google's 3D Warehouse. Just needed to rescale it a bit in Sketchup, import it with ID textures on, and it was fine. It was the first one I found that was suitable, and it actually worked first time! I was amazed, to be honest...
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02/11/2012 00:10:09

WozToonsExperimental user
WozToons
Posts: 494
I used a backdrop. If you cut holes in it with a graphics program you can put a coloured backdrop behind the transparent bits and shed light through the doors/windows. Used a greyscale image and coloured it with lights.
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02/11/2012 00:26:18

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks Woz and Ziggy! very good tips, I will try that, as I am not yet proficient in d3 "modeling" - I downloaded Blender for the 2nd time, and gaain I haven't found time to learn it yet...Sketchup the same thing, I have at least been able to import a few things into Muvizu so I will try that. THANKS!
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02/11/2012 00:41:14

EEFilmzExperimental user
EEFilmz
Posts: 397
Ziggy, when you download from Sketchup, I always get this message : you have chosen the same name for the mesh as the collision this is not recommended do you wish to continue? - what the heck am I supposed to do there? Do I group everything first? rename something? I am kinda a rookie with sketchup obviously lol I have only had a couple successes with getting models into muvizu (cars) and a knife that took several attempts ziggy72 wrote:
I got mine (The Phantom Manor) off Google's 3D Warehouse. Just needed to rescale it a bit in Sketchup, import it with ID textures on, and it was fine. It was the first one I found that was suitable, and it actually worked first time! I was amazed, to be honest...
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02/11/2012 20:15:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
This is to do with the new Sketchup ASE exporter as created by Muvizu HQ. It allows you to create a collision volume at the same time as your main object, and then export them both as one. If they are the same (i.e. you didn't change anything) then you get that message. Not a big deal, just means that the object has a default collision volume. I still use my own method of exporting using the old exporter, then using my Match Box Collision tweak to create the collision where I want it. There is the tutorial vid on how to use the new ASE exporter, so you might want to watch that.

http://www.muvizu.com/Video/21578/Sketchup-collision-made-easy-in-Muvizu-3D-ani

It's actually a pretty good way of creating objects with collision where you want it to be, rather than letting Sketchup/Muvizu decide for you. I'd recommend you give it a watch, and see if it helps.
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03/11/2012 21:34:34

EEFilmzExperimental user
EEFilmz
Posts: 397
tried it, but it says collision was badly formed - i just did a test, it says try again...ugh...I'm not sure what your matchbox method is but I've read good things about it, all I know is sketchup kills me, it works for me only 5% of the time. ziggy72 wrote:
This is to do with the new Sketchup ASE exporter as created by Muvizu HQ. It allows you to create a collision volume at the same time as your main object, and then export them both as one. If they are the same (i.e. you didn't change anything) then you get that message. Not a big deal, just means that the object has a default collision volume. I still use my own method of exporting using the old exporter, then using my Match Box Collision tweak to create the collision where I want it. There is the tutorial vid on how to use the new ASE exporter, so you might want to watch that.

http://www.muvizu.com/Video/21578/Sketchup-collision-made-easy-in-Muvizu-3D-ani

It's actually a pretty good way of creating objects with collision where you want it to be, rather than letting Sketchup/Muvizu decide for you. I'd recommend you give it a watch, and see if it helps.
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03/11/2012 21:49:32

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Collision can be a complete pain in the aspect, however by following a couple of rules when building it you can take a lot of the headaches out of the process.

Always make each face of any collision model is divisible by three or four. make sure there are no concave angles in your collision model...if in doubt...apply Ziggy's matchbox technology!
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03/11/2012 22:56:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
For anyone struggling with trying to get collision working the way you want it, go to this link ;

http://www.muvizu.com/3D/19330/Ziggys-Match-Box-Collision-Remover

...and follow the instructions included along with the .ase file. It's quite simple, honest.
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03/11/2012 22:59:53

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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03/11/2012 23:06:55

EEFilmzExperimental user
EEFilmz
Posts: 397
OK Thanks, I am trying to use your method right now 8) ziggy72 wrote:
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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03/11/2012 23:52:25

EEFilmzExperimental user
EEFilmz
Posts: 397
I give up, I give up, I give up...Obviously it's something wrong I am doing because well, I do not understand it yet. I either get a message saying it's too small, or it's too large or outside the area, or the mesh is badly collisioned, or everything stops responding! I am sure Ziggy's method makes it easy and I am sure other people are obviously making it happen easily I just can't get it to work. No matter what I try!...So until I learn a 3d modeling program myself like Blender (which has a huge learning curve, and is already givin me **** because I don't have a 3 button mouse) or ask for models (but that can't always happen), I'm just limited I guess. No big deal, I have bigger problems to worry about like the pain I still have in my stomach.

EEFilmz wrote:
OK Thanks, I am trying to use your method right now 8) ziggy72 wrote:
@ EEFilmz - set the collision volume to none when exporting from Sketchup, or use the old exporter (HardPCM's) before using the ZMB. Just ocurred to me that you have to start off with no collision at all for the ZMB to work right.
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04/11/2012 00:37:25

WozToonsExperimental user
WozToons
Posts: 494
EEFilmz wrote:
I either get a message saying it's too small, or it's too large or outside the area,

This is because you are too close to the ground or other objects when trying to import, you could well have a good model. We've all seen this one.

Don't give up, although it's amazing what you can build with the stuff in Muvizu, abstract shapes with a texture added are excellent for any number of things.
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04/11/2012 03:57:52

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
yes many of the models are just large you need to be up in the air near the center of the building area where the dome is largest.

As for learning this stuff it all takes time if you learn little by little eventually it will work out. However you need to shall we say start at the beginning and watch videos and read tutorials and start with just a plain cube or something because if you dont understand the principles of what your doing you wont ever learn. I dont know if blender is truly easier or harder then sketchup many claim that blender is far too difficult. I would suspect its not its just a matter of what you learn to use first. One day I want to take a peak at sketchup for building things like buildings. I am sure there is a way to make models that are just as nice vertex wise as blender. In the end though whatever you choose to do it has to be learned from the bottom up err figurately of course and I find now that I am getting older the idea to learning is to learn in stages and not try to pump it in all at once. It simply does not stick because I need to understand every single little principle of whatever I am doing before I can move on. When i was 20 I could just pile it all in and use it and learn the principles later on .. does't work like that anymore. IN any event as you get time learn it little by little one day you will turn around and realize that you can do what you wanted.
edited by urbanlamb on 04/11/2012
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04/11/2012 04:19:07

EEFilmzExperimental user
EEFilmz
Posts: 397
Very Good Urban, you and I are the same in that, the learning thing is there but I now have to do it step by step, and stay at it or I lose it. I will press on because I love animation and am blown away by all the cool things I see others do, and want to do myself. I am gonna try Blender step by step until I get it, and maybe once I get good at that then maybe sketchup will be an easy undertaking by then. There are alot of tutorials on Blender and videos etc...so I just have to play everyday until it sticks and everything makes sense. Thanks to everybody without the encouragement and help I would be lost and frustrated...you guys are awesome! - EEF
urbanlamb wrote:
yes many of the models are just large you need to be up in the air near the center of the building area where the dome is largest.

As for learning this stuff it all takes time if you learn little by little eventually it will work out. However you need to shall we say start at the beginning and watch videos and read tutorials and start with just a plain cube or something because if you dont understand the principles of what your doing you wont ever learn. I dont know if blender is truly easier or harder then sketchup many claim that blender is far too difficult. I would suspect its not its just a matter of what you learn to use first. One day I want to take a peak at sketchup for building things like buildings. I am sure there is a way to make models that are just as nice vertex wise as blender. In the end though whatever you choose to do it has to be learned from the bottom up err figurately of course and I find now that I am getting older the idea to learning is to learn in stages and not try to pump it in all at once. It simply does not stick because I need to understand every single little principle of whatever I am doing before I can move on. When i was 20 I could just pile it all in and use it and learn the principles later on .. does't work like that anymore. IN any event as you get time learn it little by little one day you will turn around and realize that you can do what you wanted.
edited by urbanlamb on 04/11/2012
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04/11/2012 13:29:15

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
EEF - You'll get there -it's frustrating but eventually exporting becomes easy.

Download the amended plug in here - http://www.rodneyandberty.co.uk/downloads/

I have added Ziggy's Mesh automatically when exporting - I pretty much use this exporter exclusively, so nothing has collision within Muvizu - it's just a pain. If I need a character to stand on an object I usually just put in a floating ground plane with no image so it's invisible. If you have no collision in your models then you can stick ground planes through them where you want.

I've have even now created a simple "wall" model which I am using instead of backdrops in Muvizu. Sounds crazy, but it stops the re-sizing of walls destroying the whole set. Also when you have a closed set (such as a room with ceiling) you can import objects outside the room and push them into the room, something you can't do using backdrops - that damn collision again.

It's taken a couple of years, but I now pretty much work in a collision free environment and creating sets is at least twice the speed it was with collision.
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04/11/2012 17:17:12

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
EEFilmz, I feel your pain. Well, not the abdominal ones, but the psychological ones anyway. In an effort to help yourself and everyone else struggling to get to grips with the whole model importing thing, I've uploaded a set (which should appear in the Gallery tomorrow) which should help. It is the set I use to import and test models, and it is positioned in exactly the right place to allow you import the kind of models that Muvizu usually complains are too large to import inside the world.

As for the 'object too small' message, this is exactly what it says - Muvizu doesn't like objects that are too small/flat/thin in any one axis. If you make sure your objects are scaled to at least 1 metre long in any axis in Sketchup, and not too thin, you shouldn't get this message again. You can always scale it back down again in Muvizu later on.

Collision, as others have mentioned, is a right pain. This is why I made the ZMB in the first place so I could just side step the problem altogether, but it's still a pain. UkBerty's plugin is very useful here, and I'd go with that if I were you. I'd also recommend perservering with Sketchup rather than Blender simply because I know Sketchup will do what you need, and has very comprehensive video tutorials (which you can blast though in a day), and is much friendlier than Blender.

http://www.sketchup.com/intl/en/training/videos/new_to_gsu.html

I'm sure Blender is a very good program, but the interface is hideous. And it's way beyond what you really need it to do - just import a couple of models, make them Muvizu compatible, and export them as ASE files. By Muvizu compatible, I mean make them the right kind of scale, reduce the number of textures/errors (I use Cleanup 3, a free plugin that fixes a lot of problems before they can nobble your import), and then 'explode' the model much as possible to remove any groups/elements (which can also nobble your import).

All this is just my experience of using Sketchup in conjunction with Muvizu. I've tried Blender, Gmax, Gile and the like, but Sketchup is what I've had most success with just because I accept it's limitiations as much as Muvizu's. It took me a couple of days to learn Sketchup, but that's just how it works, not how it works best with what I'm trying to do. So I'm still learning, still trying out stuff, still experimenting, and still in awe of someone like Dylly who makes my efforts look like I'm playing with lego by comparison!

Keep the faith EEF
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04/11/2012 17:44:33

EEFilmzExperimental user
EEFilmz
Posts: 397
Thanks for the helpful info, and the links UKberty and Ziggy, I got em and I will check out those vids on sketchup and give it a shot again.


ziggy72 wrote:
EEFilmz, I feel your pain. Well, not the abdominal ones, but the psychological ones anyway. In an effort to help yourself and everyone else struggling to get to grips with the whole model importing thing, I've uploaded a set (which should appear in the Gallery tomorrow) which should help. It is the set I use to import and test models, and it is positioned in exactly the right place to allow you import the kind of models that Muvizu usually complains are too large to import inside the world.

As for the 'object too small' message, this is exactly what it says - Muvizu doesn't like objects that are too small/flat/thin in any one axis. If you make sure your objects are scaled to at least 1 metre long in any axis in Sketchup, and not too thin, you shouldn't get this message again. You can always scale it back down again in Muvizu later on.

Collision, as others have mentioned, is a right pain. This is why I made the ZMB in the first place so I could just side step the problem altogether, but it's still a pain. UkBerty's plugin is very useful here, and I'd go with that if I were you. I'd also recommend perservering with Sketchup rather than Blender simply because I know Sketchup will do what you need, and has very comprehensive video tutorials (which you can blast though in a day), and is much friendlier than Blender.

http://www.sketchup.com/intl/en/training/videos/new_to_gsu.html

I'm sure Blender is a very good program, but the interface is hideous. And it's way beyond what you really need it to do - just import a couple of models, make them Muvizu compatible, and export them as ASE files. By Muvizu compatible, I mean make them the right kind of scale, reduce the number of textures/errors (I use Cleanup 3, a free plugin that fixes a lot of problems before they can nobble your import), and then 'explode' the model much as possible to remove any groups/elements (which can also nobble your import).

All this is just my experience of using Sketchup in conjunction with Muvizu. I've tried Blender, Gmax, Gile and the like, but Sketchup is what I've had most success with just because I accept it's limitiations as much as Muvizu's. It took me a couple of days to learn Sketchup, but that's just how it works, not how it works best with what I'm trying to do. So I'm still learning, still trying out stuff, still experimenting, and still in awe of someone like Dylly who makes my efforts look like I'm playing with lego by comparison!

Keep the faith EEF
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30/12/2012 15:28:01

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
The Vikings are Coming! Soon to be rampaging & pillaging across my desktop!

After having my websites hacked in the run up to Christmas, and consequently finding some of my models for sale on various former eastern block websites I'm currently revamping both websites and models and beefing up security. Why someone would want to steal a free model beats me...and hacking a site about a boat on the Norfolk Broads? I put it down to an illicit cartel of Lake District Guest House Owners hell bent on stopping the promotion of other UK holiday destinations.

So after taking a break from renovating my boat I'm starting from scratch on a new range of 3D models. The first of which all have a Scandinavian/Medieval/Fantasy Theme to them.

Here's the first model in the initial stages of texturing.
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30/12/2012 15:40:56

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
That looks like the kind of thing they use on Time Team reconstructions - professionaly done, brilliant stuff. And we've already got sorcery, so if we had swords...
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