urbanlamb - all messages by user

2015/7/21 18:05:48
FBX import errors (of course errors) I think for the fbx you would need to alter the fbx file code as one does with the ASE file after its made. (outside of blender or whatever software your using) its.. errm I think they use binary .. again I can't remember I just decided how it was done and now its automatic.

Blender software is open sourced but I imagine the solution would be to do this after the file is created so you would build an object with no collision. Then using a script add a collision box of set dimensions.

The collision boxes in blender or any software you use that are to be used in muvizu all use the same naming protocol to be recognized which is UCX_modelname so the script would simply search for or insert a box named UCX_modelname and make the box 1x1x1 (or maybe 0.1x0.1,0.1 you would have to test for that) and position it at 0,0,0 but the only way this can work in my mind is outside blender to add it to the end of an fbx file in the appropriate place and on the appropriate line.

That is as far into coding I will ever get LOL

for myself I dont always zero out collision because I make models that I might want to snap together in a certain place so i create collision that make this easier.

They wont be removing collision from muvizu because then the characters would not work etc so it needs to stay and since they are using unreal they are dealing with the constraints they added. Anyhow if you can read code you can open up an fbx file and examine some I think I have loaded some onto the site that i built some collision into. You can I guess see what line they add the collision box at and then go from there I guess? Again I am not much of a coder other then I know that I only learn to code when put into a corner and each time because I hate it so much I basically have to relearn it and then I quickly forget it after I complete the task because I hate coding with a passion so we will call that 'selective forgetting'.

Anyhow I can't code my way out of a paper bag so its probably not a good thing for me to try Big Grin. but the answer would be to crack open an fbx file and see where they insert the UCX_ modelname and go from there. (outside of blender)

In the end models made that people sell or give away outside of muvizu have no collision built into them they are just the mesh model. So adding it to a file that is fbx after it is created is fine. The collision mesh constraints are specific to each game engine so no modeller would build with collision in place for giving out for general use in each case this would be added afterwards by the purchaser unless he is selling specifically for a single piece of software as in the case of muvizu.

edit.. I need to make friends with the word collision but I never do
edited by urbanlamb on 21/07/2015
2015/7/21 17:11:44
How do I copy my license key to the clipboard? yeah we are just the peanut gallery if your code is not working you need to talk to the company at the support portal that fazz just posted. They have been upgrading/changing things for a few weeks so its possible things are not working correctly for some.

As they say in the coding world ...

"99 bugs on the wall 99 bugs.... take one down and pass it around 125 bugs on the wall"...
2015/7/21 15:38:38
Email notifications their email is not working correctly for a lot of things .. I am assuming they have been tinkering in the background so its messed things up.
2015/7/21 15:32:47
FBX import errors (of course errors) I dont think anyone has created a script. I have always (even with ASE) just did collision manually because I would take advantage of it in certain props for ease of placement. Anyhow I dont know who wrote the first script was it ziggy? maybe he can be convinced to tinker with FBX and make one for use with FBX meshes
2015/7/21 0:26:18
king's mantle lkelemen wrote:

Why do I need the autodesk converter?
Thanks for the wiki link.

In case the fbx version that carrarra exports as is not the one that muvizu recognizes so you will need to convert to fbx 2011 or 2012. I think they upgrade carrarra from time-to-time so its possible that its the wrong version of fbx but this is easy to fix.
edited by urbanlamb on 21/07/2015
2015/7/20 19:43:33
king's mantle
I would like to use Carrara and FBX import. Is that possible?

Yes this is possible if you use play+ you need the correct version of FBX. Technically if you use carrara you just need to get the autodesk converter which is free and bear in mind that since its unreal 3 certain properties may not be supported by muvizu

however you should be able to export with a properly uvmapped object the following layers
diffuse map
normal map
specularity map
opacity map (sort of) it doesn't seem to support a true map but you can use materials and assign opacity properties to an object based on the material layer.
Emmissive is also supported

its FBX 2012 I think .. again I forget this because it was long ago that i looked up that info.

edited by urbanlamb on 20/07/2015
2015/7/20 18:47:34
FBX import errors (of course errors) ah okay I was curious. You just need to figure it out but really "its not that hard" hehe. I should make a bumper sticker with that info on it because FBX does work you just need to learn how to add collission and stuff but it lets you do things like make shinies etc etc. I put that info for blender on how to turn on shinies for basic stuff in the wiki cause "its not that hard" Big Grin

The secret to using FBX does seem to be learning what buttons to push in blender and since they are available for use on steam they have added two fbx exporters one of which is compatible with muvizu 100%.
edited by urbanlamb on 20/07/2015
2015/7/20 16:12:27
FBX import errors (of course errors) So am I the only one who has managed to use FBX inside muvizu successfully? I dont use ASE anymore once they introduced FBX I switched over. The thing about FBX is that you sort of need to be able to mess with things and understand what is going on in order to use it.

ASE is depricated and no longer used so it would be prudent to try to learn the ins and outs of FBX. Unless you like using old software and dont intend on upgrading your pc or changing to new windows versions. As time passes models created by others out in the rest of the world will be less and less adaptable to ASE since no one uses it and the software to create items is also changing at a very fast pace.
edited by urbanlamb on 20/07/2015
2015/7/20 0:10:27
FBX import errors (of course errors) I would check this info on the wiki


-you need the right version of fbx its 2011 or 2012 autodesk I forget right now .. its automatic as i have an exporter I use and forget the parameters of the one I chose long ago now
-there needs to be a collision mesh of some sort defined if you leave it to muvizu to define it.. well it probably will make errors and be unusable even if it manages to figure one out.
-and it needs to be triangulated
-also there might be a map not supported by muvizu so make sure you have the right maps defined
- there is a polygon limit you need to be aware of as well.
for more info you should probably search out the basic info on unreal engine fbx format for unreal engine 3.0 as most of the information is the same.
edited by urbanlamb on 20/07/2015
2015/7/8 20:43:02
It's all happening here! MrDrWho13 wrote:
urbanlamb wrote:
All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

A couple of things to add to this idea:
  • Smooth corners (or at least the option to enable them) so the camera does not jerk at each set point.
  • The option to rotate the camera while it is moving or even the option to set it to look at a point or object.

  • When I can make videos like that in muvizu then i will be happy. LOL (ignore the characters I am speaking in this case about cameras) My videos all suffer from the same issues in muvizu and it sort of always crippled the quality of what I produced .... it was always the cameras that drove me batty and I always had to settle and compromise even if I could solve every other issue with stop motion and green screen camera behaviour was not something I could 'fix' . Whaaaaa?

    as long as its a twitch based behaviour no it wont help.. I wont get into why because quite frankly its a barrier to creativity based on a physical attribute which.. I will never ever posses so knobs wont be helping me LOL
    edited by urbanlamb on 08/07/2015
    2015/7/8 20:32:00
    It's all happening here! Clam wrote:
    I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.

    Yes but not all camera movements are to follow characters I would have to create a character for each movement? LOL then in order to not see the characters I would have to set them to invisible. Now some people's pc's probably would not like all those walk animations and movements on top of the camera data.

    in some cases mikey would also need to fly a follow cam is very restrictive and scenes come to life with camera switches and movements as this is how you basically tell the story. Camera movement is super important to keep the viewer focused on what you want them to focus on.

    These two videos are basically impossible for me to create in muvizu with regard to camera movement and its one reason why I had to search up alternatives yet both of these would be doable in muvizu if they let me do proper camera movement.

    2015/7/8 19:57:11
    It's all happening here! Danimal wrote:
    urbanlamb wrote:
    What I want to see is a keyframe system with coordinates and a path/track to put the cameras on.

    Without a doubt this would be incredible. The mysterious/mythical email did mention something related to keyframing being added in a future release but didn't specify what. We can always hope!

    yup adding more knobs to the camera that I have to try to drive and make fine tuned movements for .. well it wont be helping me or anyone who is getting a bit on in years. I always think about seniors using this program and think to myself that they probably are pulling their hair out with this twitch oriented system.

    All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

    Of course the wierd spiral track systems I enjoy using in some cases would still not be possible without designing some sort of path to move it along like a dolly, but just the above and give me a way to move the stuff around on the timeline and speed up/slow down the camera would be awesome. It would also mean that people would not spend 3 hours on a simple camera pan which if you think about it if muvizu is supposed to be about making things quick and easy well this is all wasted hours that could be used on making a cool model or texture for a model to use in muvizu.

    ziggy72 wrote:
    I like MDW13's layout - anything is better than what we have now though, and the camera system has been needing improvement since forever. Having said that, I just discovered Motion Blur in the settings and I'm having fun making things whiz by in front of the camera. I'm easily amused The Bloom setting is a nice addition too - saves me having to fake it all the time with extra lights. The new way of using depth of field is a little more involved than before, but it's better (as far as I can tell).

    I actually made a short animation last week, but it's been sitting on my machine while I wait for the Gallery to get fixed. So, while I'm waiting, I'm going to reshoot it using the new tricks and see how it looks - the AO is already helping.

    more buttons are fun eveyrone loves buttons but they really are not dealing with the camera issue it just looks impressive like when my other half buys stuff cause of the knobs and buttons and dials. Its like uh .. what makes this model that is way more expensive better then the one we already have the answer.. "it looks cool" yeah bobbert i love you dearly but we dont need more buttons they both do the same thing.. This is a person who is 6'3" he decided he wanted a mazda rx7 cause it was "cool' uh bobbert firstly our nice servicable toyota and honda we got because they do what we need and we can fit our long legs in them how are you gonna even sit in that thing? "but its cool"
    "no bobbert you cannot spend our savings on a race car that you cant even fit into!"

    *queue manjoke stereotype*

    so although those buttons "look cool" they dont address the underlying problem so it would be nicer that they spend time on a more usable system instead of putting more knobs on this one which I wont ever use because the cameras drive me batty so I would simply continue to ignore any knobs and wait for a usable solution LOL.
    edited by urbanlamb on 08/07/2015
    2015/7/7 23:42:54
    It's all happening here! MrDrWho13 wrote:
    Danimal wrote:
    urbanlamb wrote:
    We also need a better camera system this is the biggest handicap in this software

    i agreeApplause

    The MrDrWho Camera animation system (Version 1. Awaiting patent )
    Each option would take you to a separate prepare menu, and you could use multiple types at any given time.
    Custom would take you to the old camera prepare menu.

    (direct coming soon)

    yeah no I can't use those movement things I am not twitchy enough anymore. What I want to see is a keyframe system with coordinates and a path/track to put the cameras on. This present system or anything build on it will only lead to the same frustrating issues that leave me just not moving the cameras.
    edited by urbanlamb on 07/07/2015
    2015/7/7 18:19:07
    Can't download Full version I Don't think it works this way you download the trial and then upgrade and it patches it for you. So download a trial and enter your registration number and it will patch in the full version.
    2015/7/7 15:53:34
    It's all happening here! I got forwarded the other muvizu mail and basically the mogul email is the same

    toonarama wrote:
    I don't suppose there is any mention of importing animations and/or characters?

    Lets hope they find a way as this is a very large kettle of fish LOL since likely we would want to use the animations they have inside the software already and any new ones we may make.

    We shall see I guess at the moment for what I want to do I have hit a muvizu wall which can be partially fixed with the keyframe animation, but we need to be able to group objects with characters and move the entire group etc so they can drive a car properly or fly an airplane.

    We also need a better camera system this is the biggest handicap in this software for many including myself. I simply cannot get the camera movements I want using the motion system they have in place.
    edited by urbanlamb on 07/07/2015
    2015/7/7 14:00:46
    It's all happening here! I got an email for Moguls but no other that is fine though I figured it out after reading the forums.
    2015/7/6 18:51:21
    It's all happening here! Glad to see these changes happening such a neat application with so much potential if the right decisions are made.

    Thank you for your continued support of this product!
    2015/5/19 18:20:38
    Animations for kids stories LOL dreeko that is what i use as well and my "recording studio" is a big plastic box that I purchased at canadian tire and lined with egg crate foam you buy in the bedding section to put on top of beds.

    I am very high tech Big Grin
    2015/5/13 15:59:20
    Coming Soon... Nice fazz

    Yes they fixed the lighting now it works LOL I can't remember now but is there not some way to turn of shadows on the lights? turn off the shadows on the directional main light and use lights inside the train to light it up for the shadows you know.. you actually want :P

    If there isn't since they fixed the lighting they should probably add such a feature.. I might be getting my softwares mixed up..
    edited by urbanlamb on 13/05/2015
    2015/5/9 22:55:47
    shut up!!zip it!...shh! youtube changed their API again. I sent in a support ticket to Digimania and they are working on fixing it. Basically they need to change some bits and pieces so it works. It will take them a few days to fix it.
    edited by urbanlamb on 09/05/2015
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