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23/02/2017 23:34:58

ikesMuvizu mogul
ikes
Posts: 282
Hi,

As known, props in user assets in the store can not be detached and atached to other characters or used in the scene seperately, so maybe it's an idea to upload sets with at least all the basic characters holding the item, one in both hands and as a single item in the scene. You can then change the character holding the item to fit your character you use in your scene and in which hand he /she holds it or to use it as a seperate item in your scene. But I'm not sure how to communicate that to the uploaders, since not everyone will read this topic.
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24/02/2017 01:17:33

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
I see your point, Ikes... but I think the overhead of that approach is overkill. I think a minimalist approach that helps people with less powerful computers load a resource is a good starting point.. then if people want more they can directly contact the person who created the set and ask for individual components to be sent privately.
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24/02/2017 04:50:32

doby
doby
Posts: 34
ikes wrote:
Hi,

As known, props in user assets in the store can not be detached and atached to other characters or used in the scene seperately, so maybe it's an idea to upload sets with at least all the basic characters holding the item, one in both hands and as a single item in the scene. You can then change the character holding the item to fit your character you use in your scene and in which hand he /she holds it or to use it as a seperate item in your scene. But I'm not sure how to communicate that to the uploaders, since not everyone will read this topic.



GREAT IDEA!
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25/02/2017 07:30:36

maurice8th
maurice8th
Posts: 15
Curious as the topic of moving objects is something I need to master. Example - how do you format a simple game of catch between two kids?
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25/02/2017 15:59:23

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
maurice8th wrote:
Curious as the topic of moving objects is something I need to master. Example - how do you format a simple game of catch between two kids?

Muvizu's built-in actions are a blessing and a curse. A blessing because they contain many things (like walk cycles) that keep users of other animation programs stalled in "test mode" for years, while we are making complete videos relatively quickly.

But, unlike other software that lets you create ANY action if you are willing to take the time, with Muvizu it's all or nothing: if the action doesn't already exist, there's no way to create it.

One way to make up for missing actions is to IMPLY them. Keeping the camera focused on the face or the character's shadow , or on another character's reaction can get the point across even without having an action for what you want to portray.

There DOES happen to be a THROW action... and you might use the OBJECT action for the catch, depending on the size of ball being thrown. Focusing the camera on the player's shadows would work well because you could key frame a ball going back and forth, and it wouldn't have to be precise... it would only have to intersect with the kids' shadows.

Best way to get a handle on actions is to look through every characters' list (they aren't all the same... some can do things others can't do) and get familiar with what's built-in. Then, spend some time watching the videos in the Gallery to see how others have implied actions that don't exist in the standard library.

There are many tricks that have been used, too many to mention here.

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edited by PatMarrNC on 25/02/2017
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