Lev_Dynamite - all messages by user

2013/10/23 11:55:47
Request - Edit "Duration" in the timeline ukBerty wrote:
When you grab the head control with the mouse it pretty much produces a single entry on the timeline unless you are moving like a robot. Natural movements produce a single entry whereas they used to produce multiple entries.
I'm wondering if we're getting crossed wires with what we're talking about here, or if your Muvizu is acting up... Apologies if I'm away talking about something totally different from what you mean, but in the (large) animated GIF HERE I am clicking the head movement tracker once, moving it around so the character looks left, up, right, down and back to the centre, and then only taking my finger off the mouse button at the very end and producing multiple Timeline blocks. Is this not what you're talking about?
2013/10/23 9:50:43
Request - Edit "Duration" in the timeline You actually only get one movement block for multiple head movements if the head movements are really close together. Individual head movements are recorded on the Timeline with their own individual blocks if there's just a little gap between. Perhaps still not ideal, and your suggestion does actually tie into something we're already looking at so hopefully a more suitable fix will be in a near-future update, but I just thought I should clarify that you CAN get individual blocks to a certain extent!
2013/10/22 11:47:13
Hello! Steven from Bodalgo.com! bodalgo wrote:
I love using Muvizu, although I admit I kinda need help with it. LOL
Believe it or not, as well as a place to advertise your own website this forum also sometimes acts as a place where you can ask for help with using Muvizu:Play! What are you having trouble with?
2013/10/11 15:29:22
Muvizu Play 1.2 Feedback (also Play+) Dreeko wrote:
Lev_Dynamite wrote:
The Wiki is intended for Community use


I imagine staff are allowed to as well though eh?
Yes we are, which is why...

Dreeko wrote:
I'm sure the staff could pitch in too!
...I believe 100% of the content on the Wiki thus far has been put there by myself, Mike_Num_5, Jamie, glasgowjim, rbeck1993, Emily and IanS with MrDrWho13 being the only non-Staff user to date to contribute any kind of Wiki edits. Unfortunately, it seems a lot of users are either missing the Wiki entirely or have a "someone else will write this up" attitude, which is a shame as it belittles the potential of such a useful community-driven tool. If you "quite agree" that it'd be nice to see users join us staff members in helping to unlock the Wiki's full potential, perhaps you could post a few entries and be the spark that starts the flame?
2013/10/11 9:44:34
Beware the Eye of Amun-Ra Website released Outstanding website, really sets the vibe of the whole thing. Watched the Prologue and it was fantastic. I could be entertained by a feature-length movie of that quality no bother. Looking forward to doing just that when it's released!
2013/10/11 9:10:59
Muvizu Play 1.2 Feedback (also Play+) Dreeko wrote:
I've checked the muvizu wiki and it is not yet even listed in the supported file types.
The Wiki is intended for Community use - all logged-in users should be able to edit entries - so if you see something missing then please feel free to add it on in there! If everyone just looks at it and waits for someone else to update it then it may as well be a static webpage, so it'd be nice to see people taking full advantage of the Wiki's features.
2013/10/9 11:13:45
how the character holds the gun? sofie9536 wrote:
hi, I test the new Muvizu play +. I would like the character holds a weapon in hand. import of the gun works, but how the character holds the weapon firmly? the gun is on the body but not in hand.
can someone help me? Thanks in advance
Are you definitely importing to the hand and not to the body? There are several "sockets" around each character which you can import an object to - if you go into your character's Edit window and, under the "Appearance" tab, click Arms > Left Hand > Import or Arms > Right Hand > Import then the imported object you choose should appear in or close to the chosen hand. You can then tweak the object's Location, Rotation and Scale properties to get it juuuuuuust right as well as change the firmness of the character's grip by adjusting the "Grip" type and sliding the "Weight" control up and down under the "Grip" heading.

Hope that's helped!
2013/10/9 11:07:32
Muvizu Play 1.2 Feedback (also Play+) ukBerty wrote:
The bad....


  • I too have the "colours don't save on attached objects" like Ziggy - we could do with a patch for this ASAP please.
  • Not all FBX imports work - in fact most don't. I'm trying to work out the rules. I can always import the FBX into Autodesk and export again, but I may as well export as an ASE as they nearly always work. I have had multiple crashes of Muvizu when importing new FBX files, so save early !
  • I think the import for attached objects defaults to single sided. A lot of objects that import fine the normal way but end up with bits missing when imported to the body. Could we have the same import options as the normal import please
Would you be able to send over all relevant SET files, sample FBX files and anything else you think we'd need to reproduce this error ourselves here at Muvizu Manor to bugs@muvizu.com? Apologies if you've already done so, but I had a quick rake around the Inbox and couldn't see anything. Same goes for anyone who experiences any other issues which the perceive to be a possible bug - send us the details and files so we can try it too! No matter how detailed a description you give of a problem, nothing makes the lightbulb switch on over our heads like seeing it happen ourselves.
2013/9/19 9:58:59
New character? IanHolmes wrote:
Its a pity because the movements, particularly the walking are perfect for me.
Importing a static plant object would surely be even BETTER suited to your Genesis video? Because then it can't dance, and it can't sing.
2013/9/18 17:43:24
MGVS2 - Universal retro gaming system MrDrWho13 wrote:
Hi guys, I just found this online, and thought you might be interested:


After a bit of research, I found this website telling you a bit about it: http://hackaday.com/2013/08/24/75-controllers-one-gaming-system/
I don't really know what I'm looking at, here, but I know I'm willing to lie, cheat and steal from absolutely anyone I have to in order to get one.
2013/9/18 10:02:03
Charakter in a car I actually made a Wiki entry and a tutorial video on making it appear that superhero characters are flying, and the same principals can be applied to make it look as if they are in a moving car as well:

Simply import a car object and place your character inside it with an Initial State of "Sit" (you can toggle the Initial State between Standing and Sitting via Prepare > Character Actions) and then the idea of using a scrolling background texture imported onto a backdrop to give the illusion of "driving" is much the same as when using this method to give the illusion of "flying"!

Hope that helps.
2013/9/4 10:18:29
Camera Cuts urbanlamb wrote:
i just see people and i can see them obviously mixed up because the words are the same they are working on the timeline which isn't really the giant timeline its some other timeline and then the stuff suddenly disappears. Its disappearing beacuse that timeline they were using is going poof and they dont know that its not the giant timeline because they look identical.
Would it be better if there was some kind of indication that you are working in a "Directing" Timeline and not the "big" Timeline? Like, maybe the title of the windows change to "Camera Cuts Timeline", "Head And Eye Movement Timeline", etc. and the "big" one has the title "Main Timeline"? Or maybe have the border colour around Directing Timelines different from the border colour around the main Timeline? I'm not sure how easy this would be for the devs to implement, but I can certainly throw the idea their way if there is evidence that there are enough users like yourself who think that they could use some kind of visual indicator to distinguish different types of Timeline?


urbanlamb wrote:
My method of coping with this secondary extraneous timeline is to simply not use it or look at it because it seems to confuse the issue especially if your like me and are forced to walk away from the pc every 20 minutes to do something else. So I just ignore it and do my work whatever it is the animation movements or camera cuts and just immediately close it down and open up the "real timeline" which is one giant timeline and work in there.
Can I ask what it is about the Timeline that makes you get up and walk away from the PC in such furor? What is it you can do with the "big" Timeline that makes it easier to work with than the Direction-specific Timelines? Apologies if you've already made it clear what it is that makes you switch over and I've just not picked it up or have forgotten.
FWIW, I personally really like the smaller Timelines because, for example, if I want to direct lip sync for one character then all I have to do is click "Direct > Dialogue", and then I can click the arrow next to the Audio filter and choose to show that character's audio track so I can then use the audio Timeline blocks which then appear as a guide to when to click "Talk" / "Shush" or fine tune the changes on the Timeline after I'm done. This helps me focus on the only Timeline blocks I care about at that point - the "Dialogue" blocks for lipsync and the character's "Audio" blocks to help with timing. The purpose of the Directing-specific Timelines that you want removed is to give immediate and easy focus on specific tasks without all the other Timeline blocks you don't care about getting in the way. If it was just one "big" Timeline all the time, like you're suggesting, then I think I personally would need to be constantly filtering out blocks to focus on specific tasks and then filter them back in as I do each little thing in Muvizu:Play.

urbanlamb wrote:
Its like the prepare/direct button i have to say to myself out loud at times 'okay im in direct because i see prepare'. Maybe its because i am like old or something but when i have to talk to myself to make myself not repeat the same error over and over again its because the software is misleading me into seeing something else. Hence the word "counter intuititive".

I just gave the guy the same advice that I give me ignore the little timelines and just work with the giant timeline and if you see prepare it means your in direct usually and if you see direct it means your in prepare.
Looking at the button which is there to switch to another mode and then thinking "okay, if that'll switch to that mode, then I must be in this mode" IS a very counter-intuitive way to work! If you look at the window title instead, then if you see "Direct" at the start of the title then you are in Direct mode and if you see "Prepare" at the start of the title then you are in Prepare mode. MUCH easier!

Again, if there are enough users who speak up about this being a problem, we could see about changing the buttons to say "Switch to Prepare" and "Switch to Direct"...? There seems to be enough space down there for a little more text anyway.

urbanlamb wrote:
I can't work in muvizu play right now until this set bug is fixed so hopefully its fixed soon
The good news is that this bug has been fixed and will be sorted in the next release / patch once testing is complete. I can't give a definitive time on that, but I can say that you'll be able to resume work on your set "very soon"! Apologies for this bug, I know it has caused a few problems a lot of hair-pulling, but a fix IS loaded and ready to roll imminently.
2013/9/3 11:58:15
Camera Cuts urbanlamb wrote:
Lev_Dynamite wrote:
urbanlamb wrote:
*cough* I have pointed out both issues to muvizu a few times that people likely will become confused by all the timelines and likely should change something there and remove the seperate timelines and have just one giant timeline
We did have one giant Timeline when Muvizu first became Muvizu:Play, and you hated it because you (yes, you in particular!) felt that the size of the Timeline slowed performance down a considerable amount. Because we love you (yes, you in particular!) and listen to our users and want to make you all happy, we changed it to have separate Timelines focusing on each particular task that you can perform, with filters there to add the blocks for other tasks if you want to add them. I personally find the separate Timelines can be a little bit fiddly on first run of any set, but once you toggle your filters to suit you then it works great! Timeline filters are very underused but very powerful tools, IMO!


no you didnt hehe
I see now that I misunderstood what you meant by "one giant Timeline" - I presumed you meant the Timeline accessed via Tools > Timeline should contain everything all the time. We definitely did have this when Muvizu:Play launched, and you definitely didn't like it! Apologies for misunderstand what you were saying, though I think I get what you mean now - you would like the Timelines that appear when Directing to have EVERYTHING in them by default, right...? I think the reason I had difficulty understanding this is because I can't understand why anyone would want this when the filtering system is so effective and even already allows you to display EVERYTHING all the time the way you seem to be suggesting it should...? Though I apologise if I am misunderstanding again!

Everything that can have a Timeline block in your scene should have a clickable filter button - if you want ANY Timeline to be a "big Timeline", just click all of these that you can in a Directing Timeline and it will essentially looks the same as the full "Tools > Timeline" version, will it not? Here's an example of the "Direct > Character Actions" Timeline looking "full":

These filter settings should be remembered across different Timelines as well, so you shouldn't need to re-click them all the time or anything. This should allow you to make any of the "Directing" Timelines resemble the "big" Timeline, and you can add things and remove things to suit as you go along. Surely this current system is more sensible than having one big Timeline open all the time, or having two Timelines open and taking up unnecessary screen real estate while Directing, as I think you are suggesting we should do...? Again, apologies if I'm misunderstanding! Just yank the choke-chain and correct me if I am picking you up wrong here!

urbanlamb wrote:
when i hit say camera cuts the giant timline which i love and had wanted to see at launch instead of that chaos we had disappears and a seperate timeline for the camera cuts pops up.
This is why I'm thinking you're not using the filtering options to their fullest, though I may be wrong. But from what I'm reading here, just clicking the filtering buttons in the Timeline for "Direct > Camera Cuts" should show the blocks for other, non-Camera Cuts things in your set, and these settings should be remembered across Timelines until you click to remove them again...? Does that not solve the problem you're describing, or did you already know this but dislike it for some reason...?


urbanlamb wrote:
you guys need to get a little less offended when I post people say they want constructive criticism
The only thing that offends us is when you insinuate that we are offended! Your criticism, constructive or otherwise, is always welcome and I apologise if my last post - in which I told you we loved you - seemed to come across otherwise. Stick Out Tongue
2013/9/2 11:58:01
The French Alps That looks amazing. The angle of the top one make it look a bit like the start of Eastenders. But, ehh, loads sunnier and nicer in general, obviously. Stick Out Tongue Did you take these photos yourself? If so, you have a good eye for a nice shot!
2013/9/2 11:49:58
Camera Cuts urbanlamb wrote:
*cough* I have pointed out both issues to muvizu a few times that people likely will become confused by all the timelines and likely should change something there and remove the seperate timelines and have just one giant timeline
We did have one giant Timeline when Muvizu first became Muvizu:Play, and you hated it because you (yes, you in particular!) felt that the size of the Timeline slowed performance down a considerable amount. Because we love you (yes, you in particular!) and listen to our users and want to make you all happy, we changed it to have separate Timelines focusing on each particular task that you can perform, with filters there to add the blocks for other tasks if you want to add them. I personally find the separate Timelines can be a little bit fiddly on first run of any set, but once you toggle your filters to suit you then it works great! Timeline filters are very underused but very powerful tools, IMO!
2013/9/2 11:40:48
Bamboo graphics tablet & Skullcandy headphones. It's my understanding that the user Mario_Alcob was the winner of the Bamboo graphics tablet competition and was contacted several times about it but never replied to claim his prize. Carole from our Marketing team is off this week and will be able to clarify all this when she's back next week, but I believe that - unless he has claimed his prize by now and I just haven't heard of it - then the prize will roll over into a future competition!
2013/8/16 14:10:51
Video Joiner not working!!! There have unfortunately been some known issues for some users with the Video Joiner for quite a while - they're definitely issues that we intend to fix, but I'm afraid it's lower priority than incorporating the features people have asked for into the actual Muvizu:Play app at the moment. In the meantime, as pointed-out by bigwally, there's plenty of easily-available software which can provide the same functionality as the Video Joiner. EG you should have Windows Movie Maker already installed as part of Windows - if you open your Start menu and search for "movie maker", it should turn up and it'll do just the trick if you're only looking to stitch together a few clips!
2013/8/8 10:07:55
Can I direct a character to be visible / invisible chuckles wrote:
Hi Mike. You can not direct a character like you say, only PARTS of a character to change colours ! The whole character is not selectable.

If you have the latest version of Muvizu:Play, you should be able to select "Edit" on a character and then check or uncheck "Visible" under their "Body" tab.
2013/8/6 16:19:47
KOBRA AND THE LOTUS (animated film clip) Heard a buzz about this video going around the office while I was too busy working on something to give it a watch, but I just finally checked it out and it lives up to the hype. Fantastic video. Checked out Kobra And The Lotus on FaceBook and it's cool to see their fans giving the video a lot of praise as well. Thumbs up across the board!
2013/7/31 16:38:30
New with two questions CNBMango wrote:
How do you get (or create the illusion of) a plane flying in the sky with characters?
You can easily get a static object to look like it is "moving" by simply creating a big square / rectangle "screen" behind it, applying some background scenery which could work if looped to this "screen" as a texture, and then using Muvizu:Play's own features to make that texture scroll in the direction you want at the speed you want. A real simple tutorial on a similar thing can be found on our Wiki: http://www.muvizu.com/Wiki/wiki/74/flying-movement-with-superhero-characters - just substitute "superhero character" for "plane object"!
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