ziggy72 - all messages by user

2012/3/8 21:34:50
Headphones and rain protection. Can't help you with the umbrella, but there's a set of headphones on the floor somewhere in my Recording Studio set. You could copy it and paste it into your own set.
2012/3/6 19:45:57
Uploaded sets and 3d assets Thanks dudes. And yes Dreeko, I made them with a tiny collision area at the base which allows you to put stuff inside. I mean, what good's a safe if there's nuffing to steal, ay? Any models I make will have the smallest collision area possible in each case, because I like to be able to have prop interaction without Muvizu's bouncy physics kicking in! I think I'll start doing some kitchen stuff now - Muvizu's kitchen sets are pretty bare.
2012/3/5 19:46:45
hello from France Excellent and very strange vid fullmetall - love Kubrick too. What was that music?
2012/3/5 19:34:00
Uploaded sets and 3d assets I had to practise Sketchup a bit, so decided to make something vaguely useful - a safe, in 3 versions. One closed, one open, and the third a collection of all the bits you need to recreate it however you like. Hope you find it useful.

http://www.muvizu.com/3D/19247/Safe-Open

http://www.muvizu.com/3D/19246/Safe-Closed

http://www.muvizu.com/3D/19248/Safe-Assembly-Kit



edited by ziggy72 on 05/03/2012
2012/3/5 0:22:50
Sketchup Texture Images You're right, there is another post somewhere that tells you how to do this, but as I'm in Sketchup right now I'll just tell ya :

Select your model, and open the Materials window.
In the Select tab's drop-down box, select "In Model" (top of the list)
Right click on the material you're interested in, and select "Export Texture Image" and save it to wherever.

Hope that helps.
2012/2/29 19:46:38
Gun_in_Hand Dylly wrote:
Got distracted by an idea. Very much a work in progress but I hope you can see where I'm going with this prop. It will just be a hand an arm holding a gun...however my keeping the basic geometry of the sketchup model I should be able to adapt it to hold just about anything for a scene...although very much like a Gerry Anderson Thunderbirds shot. Let me know what you think?



(I didn't need to include this previous post, but I just like seeing this picture )

It's a brilliant idea, and at least gives us a workaround that will look better than any way we can do it now. And, like ukBerty said, as long as you can add the hand model and the object together as one in Sketchup, you can animate it in Muvizu. And phones...you don't need to see their elbows, just an arm and hand holding it to their ear. Dylly, could you do a phone version of the hand too? You've got me thinking now! Gun
2012/2/29 19:28:33
Opacity problem Berty, the Wise One (otherwise known as Dylly) has already advised me to use Single Sided to make the transparency work, and it worked. I'd go with that.



Oh, also, I've found that the whole object needs to be transparent - mixing opaque and transparent doesn't seem to work no matter what (believe me, I've tried importing stuff using every combination of settings there are, and it just wont do it). That's why I created panes of glass (with very little collision) to put into opaque objects. As long as they're static, it's a workable solution I guess.
edited by ziggy72 on 29/02/2012
2012/2/28 20:51:13
Collision Schmollision No prob Dylly - I have noticed that Muvizu doesn't like models that are too 'thin' - it's like there is a minimum size each of the dimensions have to be to avoid a GPF, and it's no doubt the same for collision meshes too. I have created panes of glass (thanks for the transparency tips!) for use in window frames, but I had to make them oversized in Sketchup so that I could then scale them back down in Muvizu to make them the right sort of scale again (at least having the tiny collision box makes putting them in frames a doddle).

Also, I have now learned how to make stuff in Sketchup - damn that's a powerful program. I am about to go watch the 'advanced' tutorials for it now, so expect some models (fairly) soon!
2012/2/28 19:55:46
Collision Schmollision My solution to the whole collision issue is to simply add this section to the end of the ASE file for any model :
*GEOMOBJECT {
*NODE_NAME "UCX_pCubeShape1"
*NODE_TM {
*NODE_NAME "UCX_pCubeShape1"
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 24
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 1 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 2 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 3 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 4 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 5 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 6 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 7 +00002.009277 +00001.953125 +00001.180664
*MESH_VERTEX 8 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 9 +00002.009277 +00001.953125 +00000.000000
*MESH_VERTEX 10 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 11 +00002.009277 +00001.953125 +00001.180664
*MESH_VERTEX 12 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 13 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 14 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 15 -00001.927734 +00001.953125 +00000.000000
*MESH_VERTEX 16 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 17 -00001.927734 -00002.377930 +00000.000000
*MESH_VERTEX 18 +00002.009277 -00002.377930 +00000.000000
*MESH_VERTEX 19 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 20 +00002.009277 -00002.377930 +00001.180664
*MESH_VERTEX 21 -00001.927734 +00001.953125 +00001.180664
*MESH_VERTEX 22 -00001.927734 -00002.377930 +00001.180664
*MESH_VERTEX 23 +00002.009277 +00001.953125 +00001.180664
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 0 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 2: A: 4 B: 5 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 3: A: 5 B: 4 C: 7 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 4: A: 8 B: 9 C: 10 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 5: A: 9 B: 8 C: 11 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 6: A: 12 B: 13 C: 14 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 7: A: 13 B: 12 C: 15 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 8: A: 16 B: 17 C: 18 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 9: A: 17 B: 16 C: 19 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 10: A: 20 B: 21 C: 22 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 11: A: 21 B: 20 C: 23 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 24
*MESH_TVERTLIST {
*MESH_TVERT 0 -00002.009759 +00001.953151 0.000000
*MESH_TVERT 1 +00001.927249 -00002.377558 0.000000
*MESH_TVERT 2 +00001.927249 +00001.953151 0.000000
*MESH_TVERT 3 -00002.009759 -00002.377558 0.000000
*MESH_TVERT 4 +00001.953151 +00000.000000 0.000000
*MESH_TVERT 5 -00002.377558 +00001.181102 0.000000
*MESH_TVERT 6 -00002.377558 +00000.000000 0.000000
*MESH_TVERT 7 +00001.953151 +00001.181102 0.000000
*MESH_TVERT 8 +00001.927249 +00001.181102 0.000000
*MESH_TVERT 9 -00002.009759 +00000.000000 0.000000
*MESH_TVERT 10 +00001.927249 +00000.000000 0.000000
*MESH_TVERT 11 -00002.009759 +00001.181102 0.000000
*MESH_TVERT 12 -00001.953151 +00001.181102 0.000000
*MESH_TVERT 13 +00002.377558 +00000.000000 0.000000
*MESH_TVERT 14 +00002.377558 +00001.181102 0.000000
*MESH_TVERT 15 -00001.953151 +00000.000000 0.000000
*MESH_TVERT 16 +00002.009759 +00001.181102 0.000000
*MESH_TVERT 17 -00001.927249 +00000.000000 0.000000
*MESH_TVERT 18 +00002.009759 +00000.000000 0.000000
*MESH_TVERT 19 -00001.927249 +00001.181102 0.000000
*MESH_TVERT 20 +00002.009759 -00002.377558 0.000000
*MESH_TVERT 21 -00001.927249 +00001.953151 0.000000
*MESH_TVERT 22 -00001.927249 -00002.377558 0.000000
*MESH_TVERT 23 +00002.009759 +00001.953151 0.000000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 0 3
*MESH_TFACE 2 4 5 6
*MESH_TFACE 3 5 4 7
*MESH_TFACE 4 8 9 10
*MESH_TFACE 5 9 8 11
*MESH_TFACE 6 12 13 14
*MESH_TFACE 7 13 12 15
*MESH_TFACE 8 16 17 18
*MESH_TFACE 9 17 16 19
*MESH_TFACE 10 20 21 22
*MESH_TFACE 11 21 20 23
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 2 +00000.000000 +00000.000000 -00001.000000
*MESH_FACENORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 3 +00000.000000 +00000.000000 -00001.000000
*MESH_FACENORMAL 2 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 6 +00001.000000 -00000.000000 -00000.000000
*MESH_FACENORMAL 3 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 5 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 4 +00001.000000 -00000.000000 -00000.000000
*MESH_VERTEXNORMAL 7 +00001.000000 -00000.000000 -00000.000000
*MESH_FACENORMAL 4 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 10 -00000.000000 +00001.000000 -00000.000000
*MESH_FACENORMAL 5 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 -00000.000000
*MESH_VERTEXNORMAL 11 -00000.000000 +00001.000000 -00000.000000
*MESH_FACENORMAL 6 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 14 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 7 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 13 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 12 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 15 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 8 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 18 +00000.000000 -00001.000000 +00000.000000
*MESH_FACENORMAL 9 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 17 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 16 +00000.000000 -00001.000000 +00000.000000
*MESH_VERTEXNORMAL 19 +00000.000000 -00001.000000 +00000.000000
*MESH_FACENORMAL 10 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 22 -00000.000000 -00000.000000 +00001.000000
*MESH_FACENORMAL 11 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 21 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 20 -00000.000000 -00000.000000 +00001.000000
*MESH_VERTEXNORMAL 23 -00000.000000 -00000.000000 +00001.000000
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}

This creates a matchbox sized collision box on the origin point. Muvizu is happy with that, you can overlap your models with anything you like, and I don't have to edit bleedin' collision meshes! I just use transparent backdrops if I want to add surfaces that can be interacted with. That's my tuppence, anyroadup
2012/2/27 20:42:32
Sketchup to Muvizu OMG they're awesome! Actually, they're way better than how I envisiged them (and I'm now seriously having to consider actually learning to use Sketchup, rather than just use it to prep imported stuff). Genius. Applause

Oh, also, I take it that the plug pins will be collision free, so you can 'plug' them straight into the wall sockets?
2012/2/26 1:59:25
Sketchup to Muvizu Dylly wrote:
Great idea Ziggy! Something like this or with the sides not at right angles? The collision mesh on the right with separate switch to animate. Not textured yet of course. British, continental or American plug sockets?



Yes to all of the above! Having it animated would be excellent too...I think the rounded look is more Muvizu-ish, although I don't know about textures - I was thinking just plain plastic, but you could have those fancier brass plated ones I suppose...
2012/2/23 19:20:26
Sketchup to Muvizu Bleedin' hell mate, those are so fitting - I mean they look like they were already in Muvizu and we all just missed them. Awestruck.

And could I request a light switch? Just a plain old white flat wall switch? The ones I've got off Sketchup don't look good. Plug sockets too - pulling the plug on someone requires sockets Plot points often hinge on such (apparently) mundane things, I think.
2012/2/23 19:03:41
Some tests and attempts Really nicely done - good sound too.
2012/2/20 20:39:45
Random requests! More Frames! By that, I mean the ability to output with a higher frame rate than the standard 24 so that you can get decent slow motion shots when you edit it.
2012/2/9 21:27:04
Random requests! ukBerty wrote:
(Inferior Skeletons - great 70s band).


I've got their album - Boned To Death. rock on

On a more practical note, any chance we could get a bigger range of non-hideous hair styles for our poor characters? It's always the same ones cropping up (no pun intended) because they're the only ones that don't look...well, naff. The women are particularly hard done by I feel - I mean, would any of the female members at Muvizu HQ consider adopting any of the Muvizu styles? I think I know the answer to that one...
2012/2/9 1:05:53
Big Problem Need help with codec doofahs Having won Sony Vegas Pro 11 in the Fusion competition, I can definitely recommend it - and it can edit with most files (even compressed ones) although you're still better to work with uncompressed stuff in general, I've found. Love my Vegas though - Adobe Premiere is just a bad memory!
2012/2/8 20:16:05
Random requests! Gordon wrote:
ukBerty wrote:
Please,please, please can we have a tick box on a character to stop them breathing. There is quite a bit of death in my latest creation, or at least there would be if the characters would actually die!


I've done a quick test and it looks like it would be pretty easy for us to add an option to disable this second layered animation - would that do the trick?


Uhh, oh, let me see...YES!!!
2012/2/8 20:14:41
Big Problem Need help with codec doofahs Having had codec issues in the past, I would recommend using the YUV codec since it will work with video editors - unfortunately, the file size is huge. You could always convert to the xvid movies to something like uncompressed avi files (using Any Video Convertor, excellent free conversion tool)...but they're even bigger. Compressed video isn't much liked by editors, is my experience. Hope that helps.
2012/2/7 20:54:19
Random requests! ukBerty wrote:
I have hit a couple of issues which if changed would make Muvizu even better - one old, one new.

  • Please,please, please can we have a tick box on a character to stop them breathing. There is quite a bit of death in my latest creation, or at least there would be if the characters would actually die !
  • I am having a problem with the "pose" positions (lay down etc). I have a character "relaxing on front" - which is all going well until I try to move their head and it all goes a bit exorcist. I can keep their heads still for the moment, but it would be nice to be able to bring them more to life.

    Berty


Yes, exactly - I second, third, fourth to infinity on these two. The axis of head movements on non standard poses is a mystery, it really is. Could never work out which way the mouse thought was up/down/left/right in relation to the character's head, then when I thought I had it sussed the head would turn backwards or something and I'd just give up trying. And it's not only death that the no breathing option would give us - statues and toys too. Is it really that hard to remove an animation you've had to add in anyway? Not complaining, just asking

2012/2/5 17:18:43
totally stumped by transparent textures help? Thanks, got that - might've helped if TurboSquid has actually made any effort to tell you what 'GMax' actually was... still, it's free, can't complain
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