Neil - all messages by user

2010/11/29 11:15:37
log in from software Can I quickly check that you're putting the right information into the right place as there are two places where Muvizu asks you for a username and password and it might not be immediately obvious.

1) The "Log in" button at the top of the screen is to log into your Muvizu account. Currently this has only one benefit, it lets you use any assets (pictures, audio) you've uploaded to the website in Muvizu without importing them. The details you provide here are the username and password you use to login to this website and forum.

2) The "Upload to YouTube" dialog box is to log into your YouTube account. This is more commonly used as it's the simplest way to get your video onto YouTube and eventually into the Gallery section of this website. The details you provide here are your YouTube username and password, which are likely to be different.
2010/11/24 14:24:57
Switch to a different game engine Just to clarify my own opinion of open source: I think it's great. I've contributed to a few open source projects over the years, and have given away much of my home-made software to various communities. I think it has its place however, and I don't think it would suit Muvizu very well.

NeXuS wrote:
- features would be implemented faster and, at the same time, the original developers could still retain a tight control on code quality/task priority


I disagree here, I think it would suffer quite badly. In my opinion, open source projects are contributed to by technically-minded developers with a bias towards the features they desire, and little regard for how it would affect other users. That's something that we've worked particularly hard on, trying to make it easy for beginners to pick up easily. Besides, I think we've got a good pace for adding new features anyway.

NeXuS wrote:
- the available props library would rapidly grow as well


This I *do* agree with. However, we have plans to (eventually) open up user-contributed assets for people to download and use. Btw, we already have several user-contributed pre-built sets available within Muvizu.

Thanks for the feedback. Please don't feel like I'm arguing with you or anything, I just find this sort of discussion quite interesting.
2010/11/24 13:32:17
Switch to a different game engine NeXuS wrote:
By the way, out of pure curiosity, is the fact that you are keeping Muvizu closed source a team choice or is it because of licensing issues? Did you actually ever think of going open source at all?

Speaking without my Muvizu hat on for a moment, I'd be interested to hear what you think the benefits of making Muvizu open source would be.
2010/11/18 9:31:07
bleeding edge beta and things that made me go hmmn This is excellent stuff, guys. Please keep it coming, I'm listening.
2010/11/17 14:59:50
Face animations Than wrote:
They probably using some sort of object inheritance and polymorphism
http://en.wikipedia.org/wiki/Polymorphism_in_object-oriented_programming

Don't you go accusing us of fancy voodoo!
2010/11/16 20:42:44
bleeding edge beta and things that made me go hmmn ziggy72 wrote:
And now, back to the Neil & Dreeko Show! Big Grin

Somebody should make a video of that.
2010/11/16 20:31:56
bleeding edge beta and things that made me go hmmn Dreeko wrote:
Yip waypoints where do I sign!

Sadly it's not me you need to convince.
2010/11/16 19:51:57
bleeding edge beta and things that made me go hmmn Dreeko wrote:
For smooth camera movement from a to b , the ability to delete the in-between errors made on the way to b was essential and if it was a bug then it was a bloody good one

Cmoan the bugs!

I disagree. I think a properly designed and implemented waypoint system and the ability to create and modify events directly on the timeline is far more useful. But that's just my personal opinion.
2010/11/16 11:38:47
bleeding edge beta and things that made me go hmmn Dreeko wrote:
We could delete inbetween blocks from the camera movement timeline in the previous version do you count this as one of the" everything else bugs"?

Speaking to CrazyDave, it seems the old behaviour (that you liked) was a bug, and the new behaviour (that you dislike) is correct. Ummm... I don't really know what else to... ooh look, a bee!
2010/11/15 16:57:21
latest version ziggy72 wrote:
Okay, there is one little thing I'd like to ask for - could you assign shortcut keys for the zoom buttons in the timeline, please? I use a Saitek programmable keypad thing to navigate and control Muvizu, and the only buttons I can't program are those two, and it bugs me. Thankyou.

Consider it done. It'll be in the next release, soonish.
2010/11/14 18:02:40
Error saving set file john-f-hall wrote:
thanks for the suggestion, I actually came up with the same idea this afternoon and it appears to fix the problem!

Excellent! Sorry for any inconvenience. If you have any further problems don't hesitate to let us know.
2010/11/14 17:41:11
Ability to merge objects and characters... mysto wrote:
Thanks for the tip Neil!

You're quite welcome.
2010/11/14 17:39:13
bleeding edge beta and things that made me go hmmn Thanks for the feedback, guys.

I feel a bit embarrassed about the bug that Dreeko is experiencing with the timeline as I promised him in-person that it would be fixed for the next release. Unfortunately, as you're aware, there are a few known issues with the Bleeding Edge release, particularly with the character animations. Sadly, this is one of them. Honestly Dreeko, it *was* fixed. But now it's broken again.

I fully intend to have the person responsible flogged publicly. Expect to see photos on our news page shortly.

We're working towards a new release that should fix the outstanding issues with this version, and we appreciate the feedback you're giving us. Please keep it coming. The more information you can give us, the better we can make the next version for you.
2010/11/14 17:29:13
Error saving set file John,

Have you tried the new Bleeding Edge version of Muvizu? Although it has known issues, it also has many bug fixes that have been addressed since the previous release, including (I believe) the ones that Jon reported above. You can install both versions on your computer, as long as you install them into different directories.

If the Bleeding Edge version has the same problem, can you send us a copy of a broken .SET file to bugs@muvizu.com. Please include a link to this thread and mark it for my attention and we'll work to address the issue for you.
2010/11/14 17:24:12
Ability to merge objects and characters... Have you tried saving characters and objects as favourites? You can then create those favourites in your other scenes.
2010/11/12 21:03:25
Make objects move muddybunny wrote:
What I had done was gone into "Prepare Object Properties" and set it to "animate" (thinking this was the right thing to do) - duh. For some reason this stopped any movement. I don't know why, but don't set it to "animate" if you want it to move. Whaaaaa?

I'm not sure why it would stop movement, but just to clear up any confusion: directing object properties is for animating the features of an object, rather than moving the object itself. For example, you can change a light's colour or brightness, etc.
2010/11/9 17:25:03
Are we there yet? Are we there yet?.. Emily wrote:
Heh heh heh heh

Not helping. :p
2010/11/9 17:09:44
Are we there yet? Are we there yet?.. PS: I can't stand Axl Rose. I haz a grumpy now.
2010/11/9 17:08:47
Are we there yet? Are we there yet?.. NO WE ARE NOT THERE YET!!! YOU SHOULD HAVE GONE BEFORE WE LEFT HOME!!!
Or something.

The web site's backend needed to be updated to support the new version, so it had to happen first. Sorry to get your hopes up.

We've got a small, niggly QA issue with the new version at the moment and while we're currently pinning our hopes on releasing it tomorrow afternoon, I don't want to make any promises. We should have some more info tomorrow morning one way or the other.

Thank you for your patience, Muvizu appreciates your understanding in this matter.
2010/11/8 13:43:21
Are we there yet? Are we there yet?.. Ask us again tomorrow, we're busy. :p
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