Wizaerd - all messages by user

2015/8/26 17:52:40
Coming Soon... I really like all of them... except Spider-Man. Spider-Man is my favorite character of all time, and seeing him so big and bulky is just wrong. He's small, wiry, and with the speed and agility of a Spider... Not the bulk of the Hulk...
2014/4/27 16:22:58
Hello Everyone! urbanlamb wrote:
Wizaerd wrote:

I wasn't talking about changing anything in the animation itself, but in the audio file. If you wish to change 1 line or introduce a pause in the dialog, you have to go back and redo the entire audio file, then re-import into Muvizu. If dialog could be broken down into separate audio files/segments, 1 line per audio file, it would be tremendously easier to make modifications. Many other applications, specific to 2D and 3D animations, handles audio files in this way. Muvizu is the only one right now that forces a single audio track. Not quite accurate since you can use a single audio per character (so multiple tracks), but building an entire one sided conversation in a single audio file is rather ludicrous in this day and age.


although I agree with the single track I am going to answer this anyhow because the system is not that hard to adapt to and yes I use iclone and "them other softwares" If your only changing a word in the track its easy to edit in and swap out the dialogue without much fuss. Again though unless the word is the exact same length etc your messing up your animation.

if you introduce a pause you will need to shuffle the animations a bit no matter using the clip method if you move the clips in iclone your going to have to adjust the rest of the timeline unless you like your people gesturing where they should not be etc so really this is a moot point.

I dont like having to rebuild an audio clip its true to insert another word however again unless your character is motionless and staring at a camera your going to need to adjust all his gestures to take stock of the added pause and change in where the words are. Its not an insurmountable obstacle this one I would like seperate clips as well however truth be told if your not fussy about the animations then all your really doing is editing a clip in audacity adding and subtracting a word here and there and re-importing the clip and replacing it in the exact same spot. If you dont care about the related animations in the timeline and them being in synch with the dialogue you just change the work involved is not huge. If you do care about the related animations in the timeline and them being in synch your going to have to move them and edit your eyemovements, head movements, handmovements regardless of adding or subtracting a pause or dialogue.

The only improvement the ability to import little clips would add to this system is it would remove the need to use shush and talk at all which would speed this portion of the animation process up. Otherwise though there is no other real difference because no matter what method you use if your changing your timeline your going to need to shuffle everything around to match as all the motions will be out of synch. Again though that is if you care about such things..

Its cumbersome, but not THAT cumbersome but then I live in the camp is "if it gets the job done then its really not that bad" we are talking 5 or 10 minutes time difference to edit the audio clip.. maybe
edited by urbanlamb on 26/04/2014



I'm sorry, but we're going to have to agree to disagree. I find it tremendously cumbersome to deal with an entire conversation in a single track, and completely inefficient. Audio is my least favorite aspect of animation, and anything that can be done to make it a better process is a boon to me. Breaking up dialog into multiple audio files is one step closer to being less of a PITA for me. With multiple audio files I can make minor adjustments while I'm in Muvizu with separate audio snippets, and don't have to stop completely in order to jump into a different program to go mucking about with audio.
2014/4/26 16:17:22
Hello Everyone! urbanlamb wrote:
whatever solution is introduced your going to have this issue even with other softwares because you will need to extend things and change animations.

In order to mitigate this you should have copies of your sets laid out and save them as you do the dialogue so that if you need to go back and rerender for any multitude of reasons you still have the set with the dialogue attached. Unfortunately I can't think of any situation where if i change the dialogue I would not have to rerender and adjust things. Even in live action situation you would need to redo the scene.

So for these issues as you do your scenes and dialogue save out the set with a number beside it and then move onto the next bit and save out another copy of the set with the next number .



I wasn't talking about changing anything in the animation itself, but in the audio file. If you wish to change 1 line or introduce a pause in the dialog, you have to go back and redo the entire audio file, then re-import into Muvizu. If dialog could be broken down into separate audio files/segments, 1 line per audio file, it would be tremendously easier to make modifications. Many other applications, specific to 2D and 3D animations, handles audio files in this way. Muvizu is the only one right now that forces a single audio track. Not quite accurate since you can use a single audio per character (so multiple tracks), but building an entire one sided conversation in a single audio file is rather ludicrous in this day and age.
2014/4/24 18:46:22
Hello Everyone! LugofilmLtd wrote:
Hello! To answer your question, here's how I get two characters to converse. There may be other solutions, but this is what works for me:


1. Download the free audio recording/editing software Audacity.
2. Record your dialogue using whatever program you normally use, making sure to save each individual line as a separate audio file.
3. Drag and drop all dialogue into Audacity. This will initially place all the audio files on top of one another.
4. In the Edit menu, go down to the Select sub-menu and tell it to select all.
5. In the Tracks menu, go down to the Align Tracks sub-menu and tell it to align end to end. This should generate one long audio file of the whole conversation.
6. In the File menu, select Export and save the audio track wherever you like.
7. Once you have everything set up in Muvizu, import this audio file.
8. Synch both characters to the audio track. Which ever one speaks first, set them initially to talk and set the other one initially to shush.
9. Go to record dialogue with the first character and have them talk on their lines and shush during the other character's lines. This is done in real time as the audio track plays, so you may need to move the talk and shush markers after recording to fine tune it.
10. Repeat this process with the other character.


And voila! You now have two characters talking to one another. Hope that helps!



I am not a fan of this approach because it's too locked in. If, after putting your video together you want to change just 1 line, you have to re-do the whole thing. If you want to introduce a longer pause, or even a shorter pause, you have to re-do the whole thing. It's not convenient whatsoever.
2014/3/26 16:30:26
Digimania Show reel urbanlamb wrote:
Wizaerd wrote:
Do we know this was made with Muvizu? because as I watched it, I didn't see anything that screamed out at me "This is Muvizu!!!"


I dont think this was made in a real time engine.
edited by urbanlamb on 26/03/2014



I would have to agree. Sure it'd be nice to get that level of detail and animation within Muvizu, but then it wouldn't be Muvizu and still be as easy to use as Muvizu is today.
2014/3/26 15:55:24
Digimania Show reel Do we know this was made with Muvizu? because as I watched it, I didn't see anything that screamed out at me "This is Muvizu!!!"
2014/3/25 15:02:28
Cannibals primaveranz wrote:
Nice lighting and modelling and the idea could work for a series but, TBH you need to find newer jokes and cut down on the fluff. The joke only takes up around 15 of the 84 secs. Tighten her up and give her some new fuel and she could be a runner



I really have to agree about the fluff. As I was watching it, just watching these two characters looking around for so long before either of them said anything, I almost just hit the Stop button. You need to grab your audience fairly quickly, today is the ADHD society and will rarely wait beyond 5 - 10 seconds unless there's something that grabs them immediately. Sure there are much longer videos with a high number of views, but they're typically passed around by word of mouth, or there's some clear indication something intriguing will be happening.
2014/3/4 21:11:44
Asset Creation bung? wth is bung?

I'd be more impressed if this were an actual tutorial? I've had such poor luck importing models (ase or fbx) with decent textures...
2014/3/1 14:22:42
Head Attachments? SonOfKong wrote:
Hi All. Just noticed that one or two new assets are to be used as 'head attachments'! I know that you can import various items and attach them to the head ie a new hat say....! how is a (head) imported????? There doesn't seem to be a way in Muvizu to change a characters head? Am I missing something?



I do not believe it's possible to import a new character head. Or a new character at all.
2014/2/28 4:44:54
Multiple audio clips per character? Rexicon wrote:
I would hardly consider the ability for two characters to have a conversation, or for a single character to have several lines for that matter, to be hardcore anything. That's rudimentary storytelling.

I am currently working on a small scene to try out the software and haven't yet done the audio. But this limitation would be a huge PITA, and hardly useful to any storytelling software.



You're quite right, it is a giant huge PITA... Die-hard fans will tell you it's easily overcome, or not that big a deal but it's still a giant PITA.
2014/2/25 22:51:24
Anna and the Robot, a Short Film Nicely done. Entertaining and cute.
2014/2/24 5:08:34
Multiple audio clips per character? It still seems pretty backwards to me. Having to create the dialog with pauses, and then when you animate instead of a 4 second pause, you need 7, so you have to re-do all the dialog. Or as you're watching it, you think it's not right, so you add a few more animations which then increases the amount of time between dialog snippets, so it's back to recut the audio again. It's just a poor methodology, which could easily be rectified with allowing multiple audio clips.
2014/2/23 18:04:22
Multiple audio clips per character? I know this is an older thread, but I'm wondering if it's still pertinent? Is there a way to assign multiple clips per character yet? Because having to build the dialog tracks outside of Muvizu is a PITA when it comes to tweaking timing. You must animate to the audio, which to me seems kinda backwards. I'd much rather be able to break the conversation up into segments and play a given segment when I want to in the timeline...
2014/2/22 3:31:00
Posing when editing character. primaveranz wrote:
octo-crab wrote:
Although I wouldn't remove it, (it is kinda neat,)


In what way is it "neat"? How does it contribute to me creating a movie? There are enough difficulties involved in working with Muvizu without having pointless "eye candy" exarcebating the situation.



I disagree. Maybe it could be added as an option, but I too find the additional posing to be cute, and makes the experience a bit more enjoyable, and adds considerable charm to the program over others. When push comes to shove, Muvizu is a fun program to use, not specifically targeted towards hardcore animation producers, and a bit of charm like this is always welcome.
2014/2/10 22:22:29
Hitfilm and Muvizu possibilities I've been doing these types of things in AfterEffects, but the one thing I've always kinda wished for in iClone and even Muvizu is a way to export the camera, so while in AE or HitFilm, being able to create a camera that matches the camera in the 3D environment. Like how AfterEffects and Cinema 4D can share the same camera.
2014/2/9 16:11:43
can i import a minecraft map or characters ? There's a free Minecraft animation application you could try...

Mineimator: http://www.stuffbydavid.com/mineimator
2014/1/31 16:52:39
A List of 3d Animation progams.... fazz68 wrote:
Wizaerd wrote:
fazz68 wrote:
primaveranz wrote:
the uncontrollable cameras


how are you controlling your cameras? using the mouse is a waste of time. using the keyboard is the way to go. for some really fancy moves you will need four hands though Big Grin



And even then, the camera control is still fairly horrible. One should not have to use WASD to control a camera, one should be able to click on the camera and add a keyframe, move the timeline scrubber, move the camera and another keyframe should be made. Controlling the camera as a First Person character in a video game just isn't intuitive, and rarely gives precise & smooth movements and pans, especially if any rotating of the camera view is required. I didn't care for the separate camera mode in Moviestorm, but it was easier to actually control than it is in Muvizu.


dunno i never have any problems controlling the camera. the arrow keys backwards/forwards, rotate left and right. Q up, E down, A left, D right. pitch left/right. page up/page down/tilt up and down. one hand on the left side of the keyboard one on the other. fair enough for really complex camera moves it can get tricky but i dont find it that hard. with a bit of practice you can pull off some fancy moves. i grew up playing dodgy zx spectrum games so i suppose the wafty keyboard control skills never left me lol.



I find that camera controlling via WASD is never smooth, nor precise. It's herky-jerky. I play a lot of third person games, as well as a few first person, so I'm fairly good with the WASD movements. But moving a character in a game doesn't really require smoothness per se, but controlling a camera does, or should. Especially a pan shot, and trying to keep something in frame. Or trying to keep a camera focused on a a characters head while they're walking. If the camera at least had a "Look At" or "Point To" animation command would at least help out a bit. For this reason, I avoid camera animations in my clips, and they all seem so static because of it.
2014/1/31 14:44:01
A List of 3d Animation progams.... fazz68 wrote:
primaveranz wrote:
the uncontrollable cameras


how are you controlling your cameras? using the mouse is a waste of time. using the keyboard is the way to go. for some really fancy moves you will need four hands though Big Grin



And even then, the camera control is still fairly horrible. One should not have to use WASD to control a camera, one should be able to click on the camera and add a keyframe, move the timeline scrubber, move the camera and another keyframe should be made. Controlling the camera as a First Person character in a video game just isn't intuitive, and rarely gives precise & smooth movements and pans, especially if any rotating of the camera view is required. I didn't care for the separate camera mode in Moviestorm, but it was easier to actually control than it is in Muvizu.
2014/1/30 14:50:49
A List of 3d Animation progams.... Ahhh, The Movies. I asbolutely loved it, and put together quite a few little movie clips with it. I always hoped there'd be a follow up to it, but alas, it wasn't meant to be.

I used Moviestorm quite a while ago, and found it fairly easy to use, but the characters motions were always so jerky, and I always found the camera mode clumsy and awkward. Plus, importing assets wasn't possible unless you go their modding workbench, and was very difficult to use. I don't think I ever successfully imported anything. I still go back to their website to see what's been updated and/or changed, and it doesn't seem like much has.

I also own and use all the different Reallusion products, iClone, CrazyTalk, CrazyTalk Animator. They're expensive, and generally difficult to work with, but I've seen some pretty amazing results done with them. Nothing I can accomplish though, but then I don't have the patience to learn each and every little work-a-round in order to achieve those great results.

Oddly enough, one of my most successful animation accomplishments came with using the World of Warcraft 3 map editor. In fact, I prefer using a game engine where one can define regions which trigger actions & events, and then script out animation versus keyframing animations. Of course the caveat there is that somebody had already created the keyframed animation clips, and I could make use of them in the game engine. I had thought about using something like Unity for this, but again, somebody still has to create the keyframed animation sequences, the models still have to be created, the set props and other objects have to be modeled, etc...

I like Muvizu because it has a great deal of content, and the character animations, for the most part, look really good. Muvizu still isn't perfect, and there's quite a few things that need to get added to it, but overall it probably is one of the most fun animation applications available. To be perfect, it needs paths or waypoints (for character, prop, and camera movements), better character customizations (proportions mostly), ideally a keyframe editor for creating new actions, prop interactions or a way to dynamically link & unlink a prop from a character, a snap to grid function for set building.
2014/1/29 14:52:34
Body proportions Something that could be trememndously beneficial. +1
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