ziggy72 - all messages by user

27/01/2015 18:22:51
Randomness headache You can control their emotional level with the Expression slider, but that initial look they have is random, yes. Copy and paste the character until you get one that looks how you want and then delete the rest, is how I do it
13/01/2015 21:52:53
I aint dead you know! Good to hear you're still roaming around, although it seems like the beagles have a look of 'please put down the tools now' in their eyes
13/01/2015 21:45:05
Coming Soon... Thanks - I like those trees too. Took me ages to get the right colour on the leaves because having Opacity Mask turned on for them does weird things to the way they take light, and the original bark texture was a bit scabby as well, but after a few experiments on CGTextures.com and some photoshop tweaking I finally got something that looks like what I need. Everyone, hug a tree Big Grin
12/01/2015 20:35:48
Coming Soon... To quote the song - You ain't seen nothing yet...

12/01/2015 18:47:37
Mapping photos to templates The UV map for the heroine is here : http://www.muvizu.com/Texture/24614/Heroine

Once you've created a character, go to the character's Edit menu - look for the Favourites tab at the end. Save the character here, and it is added as a character you can recreate by double clicking on it in other sets.
09/01/2015 18:52:30
Mapping photos to templates To avoid the distortions, you have to 'pinch' the face around the nose area to make it fit better - you can see it on this texture here : http://www.muvizu.com/Texture/20575/Beefy-Face-Texture-2

I don't think Muvizu ever really expected people to map actual faces onto the standard characters, which is probably why it's kinda hard to do. I tried doing a face texture for the heroine character myself, and it turned out like this : http://www.muvizu.com/Texture/22403/Zombie-Head-for-Heroine I'd recommend you download it to see where it lines up (to help you do the same).
08/01/2015 18:58:23
Mapping photos to templates Hi. Intriguing question there, and I didn't know the answer. So I tried it, and got this :

The one on the left was the best I could line up - you're right, it's tricky. So, for the one on the right, I removed the mouth from the photo (its Debbie Harry, in case you're wondering). Not sure about the gap you're referring to.
05/01/2015 12:58:51
Sketchup to Muvizu This is an alternative download - the last updated version of Sketchup 8. It's the one I use anyway.

05/01/2015 12:57:15
New to the 'Zu Hello. I like your vitriolic videos - I would recommend you try FB Purity to bring Facebook to heel. That is one sweary f**king robot, btw
05/01/2015 01:14:56
Download the beta assets? Tried it, works okay - you are unzipping it before you use it, I presume?
01/01/2015 20:47:13
Rosie character walking problem Now that you come to mention it, I did have an issue with a Rosie a while ago - she just wouldn't stop walking while the timeline was still running, like she never got the message to stop. I deleted her and got a copy of her to do it instead. Strange though.
01/01/2015 20:41:13
Download the beta assets? The sword is an object, like any other imported .ASE object. If you have Play+, you can import it into the character's hands, but not in the free version. The beta we were referring to the was the early version of what would become Play+.
28/12/2014 23:20:33
Coming Soon...

Looking to the future... and its got serial killers in it
27/12/2014 19:30:09
making an object fall The physics in Muvizu don't apply to an object that's being animated, only if its moved in real time. You have to fake the effect of physics instead, which is so hard to do with Muvizu that most of us don't even try! I would say, however, that to get your stuff to fall more convincingly, you should keep in mind that the responsiveness (DPI) of your mouse plays a big part, as does where you place the pivot point (that mad looking pink star thing that appears when in Direct Movement mode). I've never found the Gravity setting to be helpful particularly, and it's all trial and error really. You said it yourself - you had it, but didn't save it, so now you've got to recreate what you did the first time. Good luck
26/12/2014 18:28:39
Muvizu and Sketchup question - surfaces I don't think my Ziggymesh thing can effect textures at all, since it just adds a collision box. But you're right, Shining Monk, in that all you really need to do is make sure each surface (that you want to distinguish) has a different texture assigned to it in Sketchup (regardless of what it looks like), so that you have the option to 'paint' that surface in Muvizu. I usually just use the default Sketchup textures to mark out the areas I'm interested in.
26/12/2014 17:51:55
character does not walk One more time...

If you use the method of character movement that involves dragging the waypoints out, then you get this bug. If you use the double click method of defining movement, there's no problems. Always use the double click method to define where they're going and you'll retain your sanity.
24/12/2014 20:16:34
How do I use an imported head attachment? First off, this ability is only in the paid for version (Play+), not the free version. In Play+, there is an Import option along with the other standard attachments options in the Character Edit window to Import an attachment.
24/12/2014 18:08:27
Merry Christmas Merry Christmas to everyone!
24/12/2014 18:04:24
Muvizu is causing high CPU utilization Muvizu is based on the Unreal game engine, so it's busy even if you're not. Even a blank set requires some work from the PC to render it, which is why I keep telling people not to waste their time trying to run Muvizu on old laptops. It's normal, is what I'm saying
24/11/2014 21:24:15
but i don tdrag around the movement i just do it when has to be done

I didn't mean dragging the movement blocks in the timeline or anything, I meant when you hold the mouse button down to Direct Movement of a characters feet - it's this method of defining movement that causes the movement bug (which only happens later on, if you try to move the character and/or the movement block in the timeline). To get a character to walk from point A to point B, just double-click on the floor where you want them to go (when you're recording in Direct Movement mode).
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