ukBerty - all messages by user

2013/10/21 11:21:56
Standard views Dylly wrote:

Collision is your friend!


It's no friend of mine !
2013/10/17 8:05:13
Collisions, snap-to and undo. primaveranz - There is no way of turning off collision on internal Muvizu objects. This is one of the reasons I tend not to use them.
I'm afraid I have been asking for the ability to turn off collision within Muvizu for a couple of years now. I can only assume their silence on both the benefits of having collision and having the ability to turn it off means it is a restriction of the Unreal engine.

Turning off collision completely would remove 90% of the frustration when creating sets.

There was some discussion earlier this year about only having one properties dialog open at a time. Although there is a downside (if you are copying properties between objects you may wish to see both), I agree that this would also help. You click on edit and it brings up the dialog box. Click on a different object and the dialog box changes to the properties of the selected object. Simple.

I'm sure you have already worked these out, but here's my top three tips...

No.3 - Close all edit boxes before changing anything - that way you know which object you are editing.
No.2 - Save your set before you import an object you have never imported before.

and at No.1 Always move objects away from everything else before you change the scale of it.
Oh, and of course, import absolutely everything with ZiggyMesh
Hope this helps
2013/10/15 22:17:13
Audio limited and cut-off What format file are you using ?

I have never got mp3 files to work in Muvizu although I understand they can. I always use .WAV files, and even then I have to be careful with the encoding.

Try using WAVs and see how you get on (assuming you are not of course).
2013/10/15 14:42:01
Play+ How can I purchase the licence? Snoopylino - We all know what you mean.

We have all been through the pain of getting to grips with 3D modelling and still all struggle. When I started with Muvizu I knew nothing, and I mean nothing about 3D models.

I still know very, very little about them but over time have built up enough knowledge to be able to get at least somewhere and enable Muvizu to do what I want it to.

This is not so much Muvizu's fault, but rather where 3D modelling technology is at the moment.

Persevere and things will start to come together.
2013/10/13 11:28:37
Play+ How can I purchase the licence? So the ? is in the top right hand corner of Muvizu. Licence Manager is the last entry on the list.

If it's not there I can only assume that you do not have the latest version. Click on ? and go to about. The version with the licence manager is MZASS-v1.2 build 2013.10.05.10R

Do you have this version ?
2013/10/12 11:06:26
Beware the Eye of Amun-Ra Website released Thanks for the comment about the acting. The two of us are doing all the voices at the moment until we get everything cast in stone. Then we can get the actual actors in !
2013/10/12 11:05:14
Camera control There's an awful lot of trial and error - and going back to things after a bit of contemplation. Often less in more.
2013/10/12 8:50:33
Camera control You're correct, this may have been mentioned before.

But the more people ask for it the more likely we are to get it.
2013/10/11 20:39:27
Low level lighting tips That's excellent Ziggy - I will do this.

The trouble is I can't get everyone to do this before they watch the movie. Also I noticed at the launch of Muvizu Play that when we showed the show reel one of the scenes (the pan across the museum) hardly showed up at all and was way too dark.

I'll calibrate and just make sure I don't go too dark.
edited by ukBerty on 11/10/2013
2013/10/11 18:26:01
Low level lighting tips I am having issues with low level lighting. I have some scenes which need to be quite dim, you know, to build up the suspense.

The trouble is that it seems to all depend on what monitor / graphic card you're using as to how much you can make out.

Something that looks mysterious on one monitor just looks black on another !

Are there any standards or suggestions anyone can suggest ?
2013/10/11 18:22:52
Muvizu Play 1.2 Feedback (also Play+) fazz68 wrote:
now we have the ability to hold things can we have a few animations for pick things up to complete the awesomeness


Can I second this (of course). Drinking, eating, using guns, doing stuff with stuff....
2013/10/11 18:22:03
Muvizu Play 1.2 Feedback (also Play+) Lev_Dynamite wrote:
Unfortunately, it seems a lot of users are either missing the Wiki entirely


Am I allowed to admit I don't think I've ever even been into it ? Sorry about that. I will try and contribute now I know about it.

I think it's to do with the redesign of the website. Others have mentioned they never go to the gallery anymore - neither do I, and this can't be good. I'm sure that the average views for any video that we make has gone down as a result. We're all guilty.
2013/10/11 11:24:31
Muvizu Play 1.2 Feedback (also Play+) Thanks Jamie for the info. I will give it a go.

The trouble is with my little batch file I can remove collision from 25 .ASE files in literally 5 seconds (and I do things on this scale a lot when building a new set). With FBX it will take a lot, lot longer.

I guess it's horses for courses though and I'm sure the FBX import feature will be useful on occasion and for those creating models it will be a godsend.

Of course a "Enable objects to occupy the same space" checkbox in Muvizu would overcome all these issues in one fell swoop
2013/10/11 11:16:53
Plummeting assets ;) Ah collision. My favourite feature.

I would stick Ziggymesh on your .ASE before you upload it. This creates a tiny collision box in the centre of the Axis.

I created a Sketchup exporter plug-in to do this - I have uploaded this again and you can download the exporter here - http://www.rodneyandberty.com/downloads


Unzip and copy into the Plugins directory (c:\program files(x86)\Google\Google Sketchup8\Plugins or equivalent) and restart Sketchup. The new plug in will appear in the tools menu. It does not overwrite the existing exporter so you can still export without the mesh.


I honestly can't work out what the advantage is of having any collision on anything. Yes, characters can then stand on things, but just use floating ground planes for the few instances you need this. For the 99% of the rest of the time it's a total pain and I always use this exporter to get rid of it.


I would still like to see an option in Muvizu to turn collision off on all objects.
2013/10/11 10:39:26
Beware the Eye of Amun-Ra Website released Thanks everyone for your kind words.

We are cracking on with it and am very pleased with the script and what has been done so far, but it's a long, long road.

I will post here when we update things on the site.

Berty
2013/10/11 9:46:25
Muvizu Play 1.2 Feedback (also Play+) I'm 100% with Dreeko here - I continue to plod on with .ASE files as that's what I've worked out how to use (I actually converted an FBX to ASE this morning through Autodesk, DAE and Sketchup to remove collision !).

What advantages does FBX have over ASE. Everyone who knows what they are seems very excited.

And more importantly, how do I remove collision from an FBX ? Can I do this automatically without having to master 3d modelling ?
2013/10/10 22:05:26
Beware the Eye of Amun-Ra Website released We have got a website together to give us somewhere to direct people regarding our upcoming Muvizu project "Beware the Eye of Amun-Ra".

The site features stills from the film and some brand new "never seen before" footage so be sure to check it out.

Feel free to comment on the clips and anything else within the site.

Here it is : http://bewarefilm.com - Enjoy

Berty
2013/10/9 14:56:43
Muvizu Play 1.2 Feedback (also Play+) Jamie,

I have sent the set and ase files in. This is a brand new set and I can replicate the problem at will.
2013/10/9 13:36:36
Muvizu Play 1.2 Feedback (also Play+) Workaround for attached objects turning white on save and open:-


When attaching an object to a character simply import the object normally - i.e. create > import. Just stick it somewhere out the way.
Then import the same object attached to your character and it will save and open OK.

It's a bit like that old textured skirt problem.
2013/10/9 9:35:40
Muvizu Play 1.2 Feedback (also Play+) I've had a play this morning and can report the following.....

The good...

  • I have saved and opened a set which suffered from the "not licensed for this feature" error and it worked fine. Looks like that's fixed.
  • I have rendered out in 1080 which worked fine. I now understand what everyone is on about - these files are large. I suspect I will have to revert to my old workflow. TGA files just won't work for me I don't think unless we have separate directories, and even then I'm not sure.
  • I have imported FBX files successfully using the default export settings from Autodesk
  • I have successfully imported and used hand attachments. Like the idea of having different shaped hands - only just noticed this.

The bad....


  • I too have the "colours don't save on attached objects" like Ziggy - we could do with a patch for this ASAP please.
  • Not all FBX imports work - in fact most don't. I'm trying to work out the rules. I can always import the FBX into Autodesk and export again, but I may as well export as an ASE as they nearly always work. I have had multiple crashes of Muvizu when importing new FBX files, so save early !
  • I think the import for attached objects defaults to single sided. A lot of objects that import fine the normal way but end up with bits missing when imported to the body. Could we have the same import options as the normal import please



The undecided.....

  • I'm not sure how I will use the FBX importer. If I have to put everything through Autodesk then I may as well use ASE format. When you import FBX files they come in with standard collision and that's no good to me. I suspect I could work out how to get rid of collision with an FBX but after I have developed that little batch file to add ZiggyMesh to all .ASE files my workflow is pretty slick now.
  • "Object has more than 65335 faces" message (or whatever it is). Could we have a cancel import on that dialog please. You're pretty much always heading for trouble when that appears, but you have to wait for the whole thing to import or Muvizu to crash before you can move on. Most of the time I want to give up and redesign that object anyway so a cancel would save time.



It's all good really.....
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