ukBerty - all messages by user

2011/10/22 15:28:00
Feedback on Muvizu - 5th September 2011 (ENG) But whinging is what we live for.......
2011/10/22 7:26:32
Feedback on Muvizu - 5th September 2011 (ENG) It's animation day again and I have some more issues.

The dialogue sync is the biggest at the moment - very infuriating. It seems that it depends where you start previewing from as to where the dialogue cuts in - sometimes around a second out, which makes everyone say the wrong line. I'm just hoping that when I make video the dialogue will always be in the same place, that way I can see the output once created and then adjust the timeline by eye to try and get everyone speaking in the correct place, but I can see a very long and frustrating day ahead. This really should be very high on the list of things which need the devs attention.

Just one other little issue so far.... The direct eye and head window has changed the way it works. Go to direct and press record. Whilst the system is counting down I tend to grab the black circle and get the head in the correct place. When we reach "0" and Muvizu starts recording I can then immediately start to animate the head. The trouble is that now when reaching "0" the "eyes/head" tabs disappear. This causes the whole window to move up a line. As I have the head movement blob held static this effectively moves it down relative to the window and all my characters start the animation by looking at their shoes ! ( the same happens when directing eyes)

Oh, and another thing....

I love the double click to make the character walk/run to a, dare I say it, waypoint.... but this doesn't work for short movements. Sure you can use the one step at a time arrows around the character, but this is only good for a single step, anything more just looks weird. So we still have no really good way of making a character walk a few paces.

Berty
edited by ukBerty on 22/10/2011
2011/10/18 16:13:42
2gb limit? I render everything as I want - when I load into Sony Vegas if the "computer says no" then I run it through VirtualDub and then Vegas will load it.
2011/10/16 10:53:48
Animate character properties Did I read somewhere that we can animate character objects or is this still on the "ideas wall" ?

I want someone's hat to rise.

Berty
edited by ukBerty on 16/10/2011
2011/10/14 14:41:10
rotate camera around a object/character I think you can do it by changing the rotation point to the object itself, then use the left or right keys when directing the camera - this will rotate around the object keeping the same distance away.

Berty
2011/10/12 11:07:55
Feedback on Muvizu - 5th September 2011 (ENG) Gordon wrote:
You should be able to get the head movement behaviour you're looking for by using the "release" button in the "direct character eyes and head" dialog.


Well I never knew that.

"Everyday is learning day in Muvizu School"

Thanks
2011/10/12 8:27:13
Feedback on Muvizu - 5th September 2011 (ENG) I have just started some actual animation with the new version and am coming across some issues.

Would I be right in saying that the way the head movements and characters actions interact has changed somewhere down the line.

It seems that if you have any head movement on the timeline before an action (not during) then it turns all future action driven head movements off ?

You can't even preview the action in prepare mode.

This basically means you can't use head movements and actions in the same shot - very restrictive.

I would like to see it work thus :-

If you record an action it will "wipe" any head movements during that action and replace them with the movements from the action, putting the head movements from the action on the head movement timeline so we can alter them.
Any future changes/recording of head movements will of course change the look of the action, but it's in our control.

This effectively decouples the head movements of an action from the body movements and would get rid of the present one or the other restriction.
2011/10/2 10:01:30
add a scene If I understand you correctly bossofme, you have created some actions and now want to insert some more stuff before what you have already done ?

You can't do this - sure you could grab all your actions and move them along the timeline, but it's a bit painful.

A better way is, as long as this is not a continuous shot, save the set as something else and clear the timeline. Then create your new actions and make the clip. Then use the video joiner (other post productions tools are available) to stitch the two shots together.

After a bit of use of Muvizu you'll realise that keeping your sets down to one or two camera shots each and then stitching it together with something else will be the most productive.
edited by ukBerty on 02/10/2011
2011/9/30 15:46:51
Feedback on Muvizu - 5th September 2011 (ENG) I'm with Danimal on this one - right mouse and add cue point would be better - I was forever having to delete the little buggers that I'd created by mistake.

I've not played with new timeline yet - how are people finding the dialogue sync, has this been fixed ?
2011/9/9 15:51:28
Feedback on Muvizu - 5th September 2011 (ENG) Fantastic - by the time I'm back off holiday it'll all be sorted !
2011/9/8 15:34:55
Feedback on Muvizu - 5th September 2011 (ENG) Yeah thanks - we only moan because we love you.
2011/9/8 14:51:11
Feedback on Muvizu - 5th September 2011 (ENG) Quoling - I would hang on. Although I don't know, I would hope that Muvizu get a fix for this pretty quickly as it prevents anyone creating anything even mildly ambitious with the new version.
2011/9/8 14:12:48
Feedback on Muvizu - 5th September 2011 (ENG) OK Pete -

If you're not used to using textures out of Sketchup (I've only just started) then don't worry - just export the ASE in the normal simple way as you have been doing.

It's when you are importing that things change

  • Click Import and choose your ASE file. I only change to "double sided" (although I can't remember why !). Leave everything else as standard, especially choose "Don't use ID textures"
  • The object should import as before, but will have converted what were all your colours to textures.
  • Go into the object properties and change the textures to be solid colours and your object will appear as before, but you will now be able to save the .set file correctly

Is this what you needed - let me know if you need anything else.
2011/9/8 14:03:44
Feedback on Muvizu - 5th September 2011 (ENG) Another weird, but not that important issue.....

In the new version right mouse on an object to bring up the property box. Click somewhere on this property box to make sure it's in focus.

Open up a browser on a second screen (or in a window over the Muvizu window).

Use your mouse scroll button to scroll up and down the web page.

Is it just on my machine, or does Muvizu also obey the scroll button even though it is not the active program ?
2011/9/8 13:59:34
Feedback on Muvizu - 5th September 2011 (ENG) I've had another look now and see what you're getting at Jamie.

When importing objects don't use ID textures. Set textures as blocks of colours if that's what you need, or assign textures.

This is a work around of sorts, but....

  • All imported objects in existing sets will have to be deleted and re-imported before saving the set in the new version.
  • It won't work for objects with more than 8 colours/textures as we still have no way of scrolling down the properties box of an object (this was not a problem when importing ID textures as it got more colour options on the screen as it didn't have to display the little square for the texture).

I'll try again with a new set in the new version as I want to use some of my new characters, but I may have to revert back again if this is too restrictive.
2011/9/8 10:32:35
Feedback on Muvizu - 5th September 2011 (ENG) Jamie

Not sure what you mean here. So every face of an object needs to be a texture, even if that texture is just a colour ?
2011/9/8 8:19:34
Feedback on Muvizu - 5th September 2011 (ENG) Oh no - my day's just been ruined. You can't open .set files saved in the new version in the old.

I have a set with all my character designs in which I created with the new version and now want to start animating with them, but I can't get them out of that set into the old version (favourites seem to get wiped out between versions, and may not be backwards compatible anyway).

I can't animate in the new version as you can't use imported objects, which I use a lot.

Double Grrrrrr.......
2011/9/8 8:11:13
Feedback on Muvizu - 5th September 2011 (ENG) I've been working on scripts and character design so far this week, but have now come to some set design and, oh dear - imported objects are a real issue and effectively means the new version is unusable for me.

Interestingly as Quoling has already pointed out, you can load the .set once without error and save it, but after that you get "An object's property has been unexpectedly changed....", your imported object just show in pink, and have no colour properties.

This is also not an issue with the objects themselves, as it happens on "official" Muvizu imported objects like the Christmas collection.

If you save it in this condition you will get the same error when saving. This is a warning as you will NEVER BE ABLE TO OPEN THAT SET AGAIN. You get an error "Necessary data is missing from the file".

If you remove all the imported objects you can save the .set, but if you import an object you start at the beginning of the cycle - i.e. you can save the set once without error, but when loading again the objects will be pink and you cannot save again without corrupting the .set

Just do the following :-
  • Start a blank set and import the Christmas tree.
  • Save the set
  • Open the set - you get an error and the tree is pink
  • save the set - you get an error
  • open the set - kaboom - you can't

This is really disappointing and I'll have to revert to the old version until you can save sets.


I'm gutted, as it was looking so good.
edited by ukBerty on 08/09/2011
2011/9/6 20:22:47
Feedback on Muvizu - 5th September 2011 (ENG) Ooh - that's annoying......

The link button on the scale sliders of an object defaults to off. It's different, but fair enough.

Worse though, tick it on and close the properties box, then go back into it and the link button is unticked again.

Grrrrrr......
2011/9/5 16:42:06
Feedback on Muvizu - 5th September 2011 (ENG) I've had a little look......

Fine tuning up and down arrows on all properties (especially scaling of objects) - brilliant. This will cut down of set destruction.

I like the idea of turning shadows off - will be useful when using ground planes as ceilings as weird things tended to happen.

Mmmmm.... . Undockable windows.........

All looking good.

I'd best get on and animate something then.
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