Wizaerd - all messages by user

10/04/2013 15:33:17
Camera control still WASD It's been a long time since I last used Muvizu, there were quite a few things I really liked about it, but a few things I did not. 3D importing was one such feature I disliked, and the other was camera control. Have there been any changes to either of these? Are cameras still controlled via WASD and require a "performance" such as animating a character?
10/04/2013 15:33:16
Camera control still WASD It's been a long time since I last used Muvizu, there were quite a few things I really liked about it, but a few things I did not. 3D importing was one such feature I disliked, and the other was camera control. Have there been any changes to either of these? Are cameras still controlled via WASD and require a "performance" such as animating a character?
10/04/2013 15:27:06
Any progress on real 3d import? Has there been any progress made, or is any progress planned, on importing something other than ASE formats? You know, like perhaps some standard 3D formats such as OBJ, 3DS, FBX, Collada, etc...? Anything other than the out of date, obsolete, and completely non-standard ASE format?
14/08/2012 15:41:41
Been away for a while I haven't used Muvizu in quite some time, but was curious if there's been any work on animating the camera, such as waypoints or pathing it out instead of the clumsy WASD camera navigation, and whether there's been anything done to allow for importing of more industry standard 3D objects versus just allowing ASE format?
02/02/2012 14:59:36
Microsoft Kinect Please, no... If you decide you must absolutely do this, make it optional only please.
22/01/2012 15:53:06
Import rigged content? Nope, Muvizu can only import ASE models, and nothing rigged.
16/01/2012 15:11:42
Shopping List & thanks for de-trumpeting Dreeko wrote:
OH HO!..

Is it that time again?

The time when the devs gather to decide what goes into the next update?
The time where myself and others dig out the users wish list and jump up and down shouting for camera waypoints, facial animation etc etc etc.

I love this time

Now where's that list again?.....



Is it? Is it really? I have my list ready...

1) Waypoints for camera movements.
2) Waypoints for character movment
3) Object/prop interaction
4) Standardized 3D Model import (3ds, obj, fxb, etc...)
03/12/2011 16:39:18
Sketchup Improves COLLADA import/export Too bad Muvizu doesn't support Collada imports, it'd be much simpler than ASE formats, and converting to said ASE formats.
01/12/2011 15:14:52
Camera Options and Filters I have no idea what the Muvizu team is working on, or what is on their "TO DO" list, but I certainly hope it includes better camera movement options. Driving a camera with WASD is awkward for precise camera movements and animations. Waypoints and keyframable camera transitions are far more preferably than WASD camera movements. And it needs to also include options for targeting or llooking at via the timeline as well.
19/10/2011 16:21:28
Google Sketch Up Problem How I long for the capability to import real objects, ins something other than this old obsolete ASE format.
13/10/2011 16:25:15
On the News freakmoomin wrote:
These are really what muvizu was designed for! so on the pulse!


Is this true? Seems like such a small sub-section to target a movie making app for. I thought it was designed to offer as much creativity and usability for any type of movie. Even with the cartoonish looks, with good set building and lighting, you could even put together a drama. Seems much more versatile than some of the other animation/movie making applications around, seems much more capable for a broad range of things as opposed to just satiric newscasts...
28/09/2011 16:49:23
Urban Pad City Creator Promo paulparker wrote:
toonarama wrote:
Wizaerd
b) can it produce output for iclone too?

Thanks

Toonarama



for iclone the pipeline should be :Urban Pad===>Fbx====>3dXchange pro4===>VNS===>Iclone


^This is correct. UrbanPad exports as Collada and FBX, directly importable into 3DXChange. (Sure wish Muvizu supported those formates...)

I have the CityEngine from Procedural (same type of application) and have successfully exported it to iCLone as FBX through 3DXChange. The huge issue with CityEngine though is it's very,very, very expensive (I got it with an educational discount and was still $700) and is very very dicciult to use for creating new cities. Their demos and tutorials are "easy to use", but creating a city from scratch? I've still been completely unable to do it. All of their tutorials are sadly out of date, and even though there is lots of documentation, much of it doesn;t make any sense.

I'm hoping Urban Pad is better documented and usable. I'll gladly spend $29 to find out. I spend more than that on... well never you mind what I spend it on...
28/09/2011 00:08:41
Urban Pad City Creator Promo There is a product available called Urban Pad City Creator, from Gamr7, that facilitates the building of 3D cities. Funny, it's for the Unreal Game Engine initially, but doesn't export as ASE directly. but with a pipeline of object convertors (or until Muvizu updates their object import formats).

Either way, there's a special promo going on. Order this package for $29 before Oct. 3rd, and if enough people order it, we'll all get a key to the software for that $29 investment. if they don't make the quota, then the $29 gets refunded.

For $29 it couldn't hurt to at least have a look... http://www.gamr7.com/init/default/index
27/09/2011 23:37:28
Objects other than ASE Please, please, please, please, please, please, please implement an import for formats other than ASE. 3DS, OBJ, and/or FBX specifically. Please, please, please, please, please.
26/08/2011 16:07:25
Newbie.... Neil wrote:
Can I just chip in with something here...

We're going to someday have characters holding props. We may or may not make weapons for it, depending on how we feel about at the time. But whatever wieldable props we make, you're probably going to think of a hundred other things you'd rather see anyway.

So whenever we do this, we'll try to reuse the object importer that we already have. That way if we don't make the exact gun / sword / rocket launcher / you so desperately need for your clips, you can always make them yourselves (or find one on that there interweb).

How does that sound?


As long as the importer works good (and hopefully for objects other than ASE), and we can tell it where to hold it and how, I'm completely happy. Just that one aspect (well ok two aspects, holding/using props, and better object import) would satisfy a whole lot of people.
26/08/2011 16:05:45
Newbie.... tomas wrote:
claireq wrote:
We are looking at characters interacting with objects but none will be weapons for censorship reasons as a lot of young children also use the program.
edited by claireq on 25/08/2011


What happens if you use after effects and trackiing to process the image and replace the guitar with a machine gun. Currently working on an animation using the tutorial at http://www.videocopilot.net/tutorials/demon_face_warp/ to face warp a muvizu character there are loads of free after effects tutorials on this amazing site. Nearly as inspirational as Muvizu.


This has certainly peaked my interest. I've recently received AfterEffects Pro CS5.5, and am overwhelmed with everythin git can do, and the videocopilot site is certainly a great resource. hadn't seen this face warping one yet, but I've got it bookmarked for this wekeend. Any chance of you sharing some of your attempts of using this on Muvizu characters?
25/08/2011 16:17:43
Newbie.... Marco_D wrote:
Hi yankiankit1,

Welcome to Muvizu.

Unfortunately our characters cannot hold weapons or objects.
Holding objects is something that our team is thinking about, but as for weapons there are no plans to add that feature.


How would you amke that determination. How will you differentiate the character is holding an apple v.s. holding a gun? Holding a fork v.s. holding a knife? Holding a spear v.s. holding a rake?

I'm sorry, if the character is going to be allowed to hold objects (and they really, really, really should be able too) then they should be able to hold any and all objects. And if characters cannot hold or interact with objects (props), it is severely limiting in the movie making process.
23/08/2011 21:45:05
Start making movies After downloading, install what you downloaded. Then open what you just downloaded and installed. And be sure to check out the tutorial videos available on this site.
12/08/2011 15:34:10
THE END "fixed Link" I love the song, too bad you had to alter it so drastically so YouTube wouldn't recognize it, thus block it. The Wall is certainly one of my all time favorite albums. The atmotshphere and camera angles were good. But it's certainly not my forte, in terms of message, but to each his own...
11/08/2011 20:08:04
Need some help on video, suggestions... bigwally wrote:
Fall not in love, therefore;
It will stick to your face.

(No x-rated stuff).



That leaves me out... LOL
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