ziggy72 - all messages by user

30/04/2016 15:58:10
Mobile Phone Action Yes, I will post them as a free asset. If anyone has any suggestions for specific arm positions they want just let me know. The obvious ones are the following :

Holding a tray (as per the picture)
Holding a gun
Holding a phone (mobile and old school)
Holding a cup
An extended fist
Smoking position (pipe or cig)
Generic position (for scratching head or whatever)

They will be in FBX format, so you could use blender to further tweak them to your own needs/models.
30/04/2016 00:03:23
Mobile Phone Action

This is the plan We have keyframes now, we don't necessarily need the rest of the character's body all the time... I'm going to make a sequence of arm shapes based on this one (if it looks right, haven't been in to Muvizu to check it yet). They will each have a UV map so you can texture them the same way as your character.
29/04/2016 20:27:05
Mobile Phone Action The arm is a separate 3d object made by Dylly ages ago - you have to bend the fingers to match the shot, and it doesn't deform well... and it's difficult to texture. I have a plan
29/04/2016 17:46:04
Mobile Phone Action I use the same fake arm, as it happens, although I'm going to make a new one.
28/04/2016 20:52:46
The names Pond......Charles Pond..... That is a lot of fun
28/04/2016 20:45:32
Sixteen Sandbags-My first Muvizu video Not bad, but yeah, redoing it might be wise... The singer's hair is poking through is hat - change the hair to a 'bald guy with sideburns' type and it'll look good with the hat. Also the shots of the sandbags look strangely out of focus. You could also consider changing the lighting to make it look like hotter weather.
28/04/2016 20:38:06
"The Tree" quick video for Radio X Beautifully done - still makes me laugh every time
27/04/2016 01:42:54
Music Video for Netherlands band RnAM Good stuff, liked the end joke.

Feedback? Well Mindiflyth's right, you can't have absolute silence - even just a simple bird track then house ambiance would have let the viewer know their speakers are still working The dog is funny, so dopey looking, but I'd have used a darker colour to help hide the joins. At 31 seconds it looks like she has a tiny hand and is holding a huge cassette with her hand palm outwards. Depth of field would have helped there, so that only the cassette was in focus. And having her hand the right way round Big Grin Your cross fades are a bit slow, IMO, but that's when it gets down to personal style rather than technique. You could have stuck a few smoke effects in there as well, but I don't know how PC power you've got (I'd have stuck every effect in there - come to think of it, I did with my Pink Droid set - lasers, smoke, lights, the whole shebang. Made the PC complain of course but it looked good).

You can find every ambient sound sample you'll ever need here, BTW : http://www.freesound.org/
27/04/2016 01:10:19
Video Very Dark In the Layers window there is a toggle to create Separate Shadows - make sure that is unticked, or Muvizu will split your frames into those 'ghost' scenes.
26/04/2016 00:17:07
compositing software Rocque wrote:
ziggy72 wrote:
Regards shot creation, I use every camera (all 9 if necessary) to build the shot - each camera is numbered, and creates the shot for a duration, then the next camera for the next duration, and so on. I load them into Vegas and they're already lined up in order for me, which helps. I also swear by TGAs as the only sensible way to make anything out of Muvizu that lasts more than a minute (although it's default setting is now PNG annoyingly enough - same thing really, but it still bugs me). You assemble everything in the video editor, and just use the silent footage Muvizu outputs, that's all you actually need. The audio Muvizu outputs is never going to be as good as your source anyway, I only use it to help sync up the dialog (from the Muvizu clips) with the original audio, then delete the WAV file Muvizu created along with the TGAs. Just my 2 cents



Thanks for sharing this ziggy72. Questions follow:
1. When do you delete the WAV file? Before or after you render the PNGs (formerly known as TGAs)? I guess I need more experimenting.

2. When you are saying for the "duration", does that mean you make several individual scenes, but use one camera for each one? Example: Camera one focuses on less than a minute of activity and during that minute you only use Camera one, but have recorded other actions, then you would produce that as a PNG before or after getting rid of the WAV file? Then you would use Camera 2 for the next bit of action? and so on and so on?

3. Does the WAV file come as a separate file (if you do not keep it when you create the PNG) or do you remove it in Vegas? If I am lucky I can separate the audio in Camtasia.

I apologize for my ignorance, and thank everyone for their patience.


1. PNGs and TGAs are both valid formats for doing this, but I always used TGAs and I don't like change The WAV file gets ditched as soon as I (lip) sync up my imported shot (from Muvizu as an image sequence in Vegas) with my source audio. You could keep it too, and just mute that track in Camtasia (if it supports that), it doesn't matter really, but I don't like to confuse myself.

2. Say I have a one minute scene, and I want 5 camera angles throughout. Camera 1 would be the start, for say 10 seconds. Then cam 2 might be for the next 5 seconds, 3 is the next 30 seconds, and so on. The end of each take on the timeline marks the beginning of the next one (I use the little track marker diamonds to help me navigate). I end up with 5 different folders, each containing the image sequence & audio track from each camera. Then it's all put together in Vegas.

3. The WAV file is generated as a separate file at the same time as the image sequence is created by Muvizu. You can bin it immediately if no lip syncing is required. You don't need to import it into Camtasia if you don't want to (I think - never used Camtasia so I don't know it's limits).

Don't know if I explained that too well, it's kind of a personal thing as to how you build your movie. This is how I do it anyway
25/04/2016 17:17:52
compositing software Regards shot creation, I use every camera (all 9 if necessary) to build the shot - each camera is numbered, and creates the shot for a duration, then the next camera for the next duration, and so on. I load them into Vegas and they're already lined up in order for me, which helps. I also swear by TGAs as the only sensible way to make anything out of Muvizu that lasts more than a minute (although it's default setting is now PNG annoyingly enough - same thing really, but it still bugs me). You assemble everything in the video editor, and just use the silent footage Muvizu outputs, that's all you actually need. The audio Muvizu outputs is never going to be as good as your source anyway, I only use it to help sync up the dialog (from the Muvizu clips) with the original audio, then delete the WAV file Muvizu created along with the TGAs. Just my 2 cents
24/04/2016 21:14:59
compositing software I use Sony Vegas 11, and while it's not anywhere near as sophisticated as Hitfilm, it does the job if you don't need all the bells and whistles.
24/04/2016 21:11:11
general video question Yeah, as long as you hide the bars it's not that important how Aspect ratios can be a real pain when using other peoples footage, but as long as you remember to compensate at the 'source' stage you shouldn't have too much trouble.
24/04/2016 16:03:27
general video question Yeah, I hate when they do that. You have to 'zoom in' closer in your video editor till you fill the frame (and can't see the bars anymore) and then re-export them as videos. There's no way within Muvizu to correct the pan/crop view of the video.
22/04/2016 19:04:09
Coming Soon 2016 The new website looks very smart, nice job. You know, I bet all the Muvizu people who see the film will spend most of it going 'how the hell did he do that?!' and miss the story completely the first time they watch it
19/04/2016 18:39:36
Asset library? Well, that's a sort of mixed bag of approaches... In this shot here :



...the VW Beetle is a 'working' prop, made of many separate elements so the doors open and the wheels are separate so I can spin them, etc, whereas all the other cars are static models, some of which are just shells with a standard 'interior' to give seats and steering wheels. The wheels can be a big polygon hog, so sometimes the shell has no wheels either and I add standard wheels to them too. I had to assemble the Beetle in it's own set (at the correct scale!) and then copy and paste the finished car into this set. The Chevy 57 is there as a sort of 3D modellers joke, since that's the first free model you always got with the early 3D programs. The cars in the distance are primitive (there's even a couple of Muvizu ones in there to make up the numbers) since you can't really see them all that well. No point in fancy models for the background
19/04/2016 00:41:39
Asset library? Personally I avoid FBX - more trouble than it's worth most of the time. ASE is limited, but via Sketchup 8 it just works, and that's what's important in this context. If the model amounts to more than 19,000 triangles when exporting from SU, then it won't work in Muvizu (too complex, and you end up with digital spaghetti). Even then, a more realistic maximum is more like 15,000. More often than not I have to break models down into their constituent parts, and export each part separately. Getting the model into SU isn't too bad - just import as a 3DS or DAE file (I use a little program called Biturn to do the conversion from OBJ or whatever). Hope that helps.
18/04/2016 14:51:03
Asset library? You could start here : http://muvizu.com/Wiki/wiki/115

I'd also recommend Renderosity, ShareCG.com, Archive3D.net and the Sketchup 3D Warehouse.
18/04/2016 14:45:24
Can I use objects across character sets? You can copy an object in one set, load up a different set, then paste it in. Attachments can only be attached to a character, and are therefore not standalone objects, so cannot be copied in this way. Objects can only be loaded into the attachment slots from your hard drive, NOT from the set, is what I'm trying to say.
12/04/2016 14:19:53
Movie Poster font Rocque, you could make your titles/credits as a picture (in photoshop or whatever), apply them to backdrops, then animate the backdrop (so that they scroll) and point a camera at that. Just a thought.
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