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06/07/2015 16:57:09

MuvizuTeam
MuvizuTeam
Posts: 25
Hi everyone,


We just wanted to let you know that exciting things really are starting to kick off again here at Muvizu!
We have sent special emails to all of our registered users so please check your inbox and your junk folders for further details.


Also to all our new users, a very warm welcome! We really hope you enjoy using Muvizu.
A gentle reminder that if you've not already done so, you'll need to complete your profile details to continue enjoying the discussions here on the forum.

Until next time,

Muvizu Team
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06/07/2015 17:28:42

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
Looks like a pretty great update!
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06/07/2015 17:36:30

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Well the website's definitely changed.
I think that the new restrictions on the free versions due to it becoming a "free trial" are completely understandable, and it goes well with the new price. Much better than when it cost £150

Edit: I haven't yet received the email though.
edited by MrDrWho13 on 06/07/2015
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06/07/2015 18:51:21

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Glad to see these changes happening such a neat application with so much potential if the right decisions are made.


Thank you for your continued support of this product!
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06/07/2015 18:57:25

fazz68
fazz68
(Account inactive)
Posts: 763
i agree

roll on the next updates


keyframe animation function....... oohhhhh i think i just.... never mind.....
edited by fazz68 on 06/07/2015
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07/07/2015 00:48:47

fazz68
fazz68
(Account inactive)
Posts: 763
just found the ambient occlusion button..... nice

15 second clip in 1920 1080 rendered in 4 mins..... would have taken the old craptop about an hour before..... something has happened to the muvizu guts..... me like
edited by fazz68 on 07/07/2015

faster set loading on a fbx heavy set. was taking around half an hour..... down to just over 9 mins..... me like even more. and no error warning boxes as yet.
im impressed so far by performance. im using a crappy cheap old laptop at the moment, so i imagine using a decent pc would be pretty awesome.
edited by fazz68 on 07/07/2015
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07/07/2015 03:09:57

mystoMuvizu mogulExperimental user
mysto
Posts: 471
Good things come to those who wait! Great job team Muvizu!
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07/07/2015 05:01:47

mindiflyth
mindiflyth
Posts: 77
This all sounds exciting, but you folks seem to have access to a lot more info about this than I do. I received brief email updates about changes coming, but there were no specifics. I also don't see any specifics on the Muvizu blog. I fired up my copy of Muvizu+ and didn't see any updates or news there. Where are you guys finding out all this stuff?
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07/07/2015 05:33:55

bigwallyMuvizu mogulExperimental user
bigwally
Posts: 399
mindiflyth wrote:
This all sounds exciting, but you folks seem to have access to a lot more info about this than I do. I received brief email updates about changes coming, but there were no specifics.


I wouldn't know. I'm a mogul and they don't send me shizzle.

EDIT - Found it in my spam folder.
edited by bigwally on 07/07/2015
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07/07/2015 07:53:21

mindiflyth
mindiflyth
Posts: 77
Oh, so the people posting in this thread have some sort of special status on the Muvizu site, so they're getting to see stuff early? That explains it. Really looking forward to any info we can get! After a long period of quiet from Muvizu, it's great to hear that things are happening again.
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07/07/2015 07:54:55

fazz68
fazz68
(Account inactive)
Posts: 763
the updates ive found are performance related, oh and the new ambient occlusion settings. if you're looking for new characters or objects there aint any. cant say about bug fixes because i havnt used muvizu to animate in some time. real life gets in the way at times dont it....
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07/07/2015 07:56:39

fazz68
fazz68
(Account inactive)
Posts: 763
mindiflyth wrote:
Oh, so the people posting in this thread have some sort of special status on the Muvizu site, so they're getting to see stuff early? That explains it. Really looking forward to any info we can get! After a long period of quiet from Muvizu, it's great to hear that things are happening again.



nope you have exactly the same version we have.
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07/07/2015 11:10:07

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
fazz68 wrote:
mindiflyth wrote:
Oh, so the people posting in this thread have some sort of special status on the Muvizu site, so they're getting to see stuff early? That explains it. Really looking forward to any info we can get! After a long period of quiet from Muvizu, it's great to hear that things are happening again.

nope you have exactly the same version we have.

Yeah I just fired up Muvizu and it asked me if I wanted to update.

Edit: Still haven't found/received the email, but I assume it's the same as the blog post.
edited by MrDrWho13 on 07/07/2015
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07/07/2015 11:31:05

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
I'm guessing the email does not go to users who have already bought the software. I have two accounts with Muvizu (don't ask) and normally get two versions of all mailshots. I only got one for this update.

The update has a very specific enhancement that I requested sometime back and I want to thank all at Muvizu for including it as it has made my day.
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07/07/2015 12:57:40

artpenMuvizu mogulExperimental user
artpen
Posts: 362
Great news finally! Muvizu lives!

Now guys, just a cheeky one, have you guys paid for your update? Cause the email I got
says im using the free version, err, I'm not last time I checked!
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07/07/2015 13:42:08

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
We're all crawling back out of the woodwork!
Great news (at last!) - new CEO, new direction? Interesting that his LinkedIn profile states: Repositioning of 3D animation tech company focusing on growth in Ed Tech and Free to Play.

I didn't get the email either but I had to recomplete my registration so that might have something to do with it.
edited by toonarama on 07/07/2015
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07/07/2015 14:00:46

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
I got an email for Moguls but no other that is fine though I figured it out after reading the forums.
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07/07/2015 14:07:35

toonaramaMuvizu mogulExperimental user
toonarama
Posts: 661
I don't suppose there is any mention of importing animations and/or characters?
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07/07/2015 14:23:21

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
toonarama wrote:
I didn't get the email either but I had to recomplete my registration so that might have something to do with it.

Ah yes, I had to do that too - perhaps that's why.

Edit: If there's anything important on the email, could someone message me the important bits? Thanks.
Edit 2: Thanks Fazz and Berty
edited by MrDrWho13 on 07/07/2015
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07/07/2015 14:43:47

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
ukBerty wrote:
I'm guessing the email does not go to users who have already bought the software.

I've bought it and I got the email.

toonarama wrote:
I don't suppose there is any mention of importing animations and/or characters?

There is not, no.


toonarama wrote:
I didn't get the email either but I had to recomplete my registration so that might have something to do with it.

I had to recomplete my registration before I could post on this thread above, but nonetheless I still got the email. It looked like a typical "look what's new" email I've gotten before. What I didn't know, however, is that a new version is already out!
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07/07/2015 15:53:34

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
I got forwarded the other muvizu mail and basically the mogul email is the same


toonarama wrote:
I don't suppose there is any mention of importing animations and/or characters?



Lets hope they find a way as this is a very large kettle of fish LOL since likely we would want to use the animations they have inside the software already and any new ones we may make.


We shall see I guess at the moment for what I want to do I have hit a muvizu wall which can be partially fixed with the keyframe animation, but we need to be able to group objects with characters and move the entire group etc so they can drive a car properly or fly an airplane.


We also need a better camera system this is the biggest handicap in this software for many including myself. I simply cannot get the camera movements I want using the motion system they have in place.
edited by urbanlamb on 07/07/2015
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07/07/2015 18:46:01

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ukBerty wrote:
The update has a very specific enhancement that I requested sometime back and I want to thank all at Muvizu for including it as it has made my day.
Mandy's attachment point, by any chance?

Ambient Occlusion, where have you been for the last 5 years? Didn't even know I needed it until I tried it out... wow, what a difference this will make. All the lighting changes are very cool and very welcome. It is most definitely faster as well - did I 'encourage' you to optimize the code because of the monster sets I sent in? Sorry Big Grin

One thing I noticed though - on the update screen, you're still using the old Muvizu logo. It's the only place it still exists, I think. I'm not even going to think about the other changes coming, I've got some lighting to play with...
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07/07/2015 19:07:36

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
One thing I noticed though - on the update screen, you're still using the old Muvizu logo. It's the only place it still exists, I think. I'm not even going to think about the other changes coming, I've got some lighting to play with...

Last time I pointed this out, they said it was due to you upgrading from a beta version rather than installing fresh.
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07/07/2015 19:46:50

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause
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07/07/2015 20:22:35

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
ziggy72 wrote:
ukBerty wrote:
The update has a very specific enhancement that I requested sometime back and I want to thank all at Muvizu for including it as it has made my day.
Mandy's attachment point, by any chance?


Might be......
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07/07/2015 20:23:13

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Danimal wrote:
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause

The MrDrWho Camera animation system (Version 1. Awaiting patent )
Each option would take you to a separate prepare menu, and you could use multiple types at any given time.
Custom would take you to the old camera prepare menu.



(direct coming soon)
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07/07/2015 20:36:16

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
These would control the speed of movement in the same way intensity sliders work. The further the slider is in any direction the faster to camera moves that way - allowing the user to control the soft starts and ends of movement.

Edit: An invert tickbox could be added for those who want left and right/up and down switched for any reason.
edited by MrDrWho13 on 07/07/2015

Edit 2: A reset button could also be added to move the sliders to the 0 position
edited by MrDrWho13 on 07/07/2015
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07/07/2015 20:50:16

Clam
Clam
Posts: 51
@DrWho13-- BRILLIANT!
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07/07/2015 23:42:54

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
MrDrWho13 wrote:
Danimal wrote:
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause

The MrDrWho Camera animation system (Version 1. Awaiting patent )
Each option would take you to a separate prepare menu, and you could use multiple types at any given time.
Custom would take you to the old camera prepare menu.



(direct coming soon)



yeah no I can't use those movement things I am not twitchy enough anymore. What I want to see is a keyframe system with coordinates and a path/track to put the cameras on. This present system or anything build on it will only lead to the same frustrating issues that leave me just not moving the cameras.
edited by urbanlamb on 07/07/2015
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08/07/2015 15:47:35

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I like MDW13's layout - anything is better than what we have now though, and the camera system has been needing improvement since forever. Having said that, I just discovered Motion Blur in the settings and I'm having fun making things whiz by in front of the camera. I'm easily amused The Bloom setting is a nice addition too - saves me having to fake it all the time with extra lights. The new way of using depth of field is a little more involved than before, but it's better (as far as I can tell).

I actually made a short animation last week, but it's been sitting on my machine while I wait for the Gallery to get fixed. So, while I'm waiting, I'm going to reshoot it using the new tricks and see how it looks - the AO is already helping.
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08/07/2015 15:54:49

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
ziggy72 wrote:
the AO is already helping.

I admittedly only played with the new version for 10 minutes tops, but I couldn't for the life of me tell what the A.O. was doing until I got it up to its extreme settings, then everything just looked like one big shadow.

Also, where is this Bloom feature? And though everyone says it's faster, it took longer to load my super primitive sets. Definitely no error messages though!
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08/07/2015 15:57:22

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
the AO is already helping.

I tried it on my dalek asylum set and it only made any noticeable difference when turned up really high. Having said that, it takes the overall look of the video one step closer to looking realistic.
edited by MrDrWho13 on 08/07/2015
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08/07/2015 16:00:04

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Danimal wrote:
And though everyone says it's faster, it took longer to load my super primitive sets. Definitely no error messages though!

Mine wasn't faster but it's probably affected to the rendering I'm doing currently in my video editor. (I'll try it in an hour when it's done)
When loading an old set I found there were still the error messages that everyone ignores now.
edited by MrDrWho13 on 08/07/2015
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08/07/2015 18:00:14

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
urbanlamb wrote:
What I want to see is a keyframe system with coordinates and a path/track to put the cameras on.

Without a doubt this would be incredible. The mysterious/mythical email did mention something related to keyframing being added in a future release but didn't specify what. We can always hope!
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08/07/2015 19:57:11

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Danimal wrote:
urbanlamb wrote:
What I want to see is a keyframe system with coordinates and a path/track to put the cameras on.

Without a doubt this would be incredible. The mysterious/mythical email did mention something related to keyframing being added in a future release but didn't specify what. We can always hope!



yup adding more knobs to the camera that I have to try to drive and make fine tuned movements for .. well it wont be helping me or anyone who is getting a bit on in years. I always think about seniors using this program and think to myself that they probably are pulling their hair out with this twitch oriented system.

All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

Of course the wierd spiral track systems I enjoy using in some cases would still not be possible without designing some sort of path to move it along like a dolly, but just the above and give me a way to move the stuff around on the timeline and speed up/slow down the camera would be awesome. It would also mean that people would not spend 3 hours on a simple camera pan which if you think about it if muvizu is supposed to be about making things quick and easy well this is all wasted hours that could be used on making a cool model or texture for a model to use in muvizu.

ziggy72 wrote:
I like MDW13's layout - anything is better than what we have now though, and the camera system has been needing improvement since forever. Having said that, I just discovered Motion Blur in the settings and I'm having fun making things whiz by in front of the camera. I'm easily amused The Bloom setting is a nice addition too - saves me having to fake it all the time with extra lights. The new way of using depth of field is a little more involved than before, but it's better (as far as I can tell).

I actually made a short animation last week, but it's been sitting on my machine while I wait for the Gallery to get fixed. So, while I'm waiting, I'm going to reshoot it using the new tricks and see how it looks - the AO is already helping.



more buttons are fun eveyrone loves buttons but they really are not dealing with the camera issue it just looks impressive like when my other half buys stuff cause of the knobs and buttons and dials. Its like uh .. what makes this model that is way more expensive better then the one we already have the answer.. "it looks cool" yeah bobbert i love you dearly but we dont need more buttons they both do the same thing.. This is a person who is 6'3" he decided he wanted a mazda rx7 cause it was "cool' uh bobbert firstly our nice servicable toyota and honda we got because they do what we need and we can fit our long legs in them how are you gonna even sit in that thing? "but its cool"
"no bobbert you cannot spend our savings on a race car that you cant even fit into!"

*queue manjoke stereotype*

so although those buttons "look cool" they dont address the underlying problem so it would be nicer that they spend time on a more usable system instead of putting more knobs on this one which I wont ever use because the cameras drive me batty so I would simply continue to ignore any knobs and wait for a usable solution LOL.
edited by urbanlamb on 08/07/2015
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08/07/2015 20:12:33

Clam
Clam
Posts: 51
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.
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08/07/2015 20:32:00

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
Clam wrote:
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.



Yes but not all camera movements are to follow characters I would have to create a character for each movement? LOL then in order to not see the characters I would have to set them to invisible. Now some people's pc's probably would not like all those walk animations and movements on top of the camera data.

in some cases mikey would also need to fly a follow cam is very restrictive and scenes come to life with camera switches and movements as this is how you basically tell the story. Camera movement is super important to keep the viewer focused on what you want them to focus on.

These two videos are basically impossible for me to create in muvizu with regard to camera movement and its one reason why I had to search up alternatives yet both of these would be doable in muvizu if they let me do proper camera movement.



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08/07/2015 20:37:08

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Clam wrote:
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.

Yes, the main focus was the speed controls, but the camera locking to a character or object has been requested for ages so I thought I might add it into the design.

Urbanlamb, there would be an option for "none" so it wouldn't have to track a character.

Glad to see people discussing various options, and I knew my idea was flawed at the start - just a thought provoker.
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08/07/2015 20:43:01

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
urbanlamb wrote:
All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

A couple of things to add to this idea:
  • Smooth corners (or at least the option to enable them) so the camera does not jerk at each set point.
  • The option to rotate the camera while it is moving or even the option to set it to look at a point or object.

However, I am interested what the mysterious keyframe system is about
edited by MrDrWho13 on 08/07/2015
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08/07/2015 20:43:02

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
MrDrWho13 wrote:
urbanlamb wrote:
All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

A couple of things to add to this idea:
  • Smooth corners (or at least the option to enable them) so the camera does not jerk at each set point.
  • The option to rotate the camera while it is moving or even the option to set it to look at a point or object.




  • When I can make videos like that in muvizu then i will be happy. LOL (ignore the characters I am speaking in this case about cameras) My videos all suffer from the same issues in muvizu and it sort of always crippled the quality of what I produced .... it was always the cameras that drove me batty and I always had to settle and compromise even if I could solve every other issue with stop motion and green screen camera behaviour was not something I could 'fix' . Whaaaaa?

    as long as its a twitch based behaviour no it wont help.. I wont get into why because quite frankly its a barrier to creativity based on a physical attribute which.. I will never ever posses so knobs wont be helping me LOL
    edited by urbanlamb on 08/07/2015
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    09/07/2015 00:18:48

    ziggy72Muvizu mogulExperimental user
    ziggy72
    Posts: 1988
    Danimal wrote:
    ziggy72 wrote:
    the AO is already helping.

    I admittedly only played with the new version for 10 minutes tops, but I couldn't for the life of me tell what the A.O. was doing until I got it up to its extreme settings, then everything just looked like one big shadow.

    Also, where is this Bloom feature? And though everyone says it's faster, it took longer to load my super primitive sets. Definitely no error messages though!


    The Bloom feature should be on the options for each Camera, next to Depth of Field and the like. The AO doesn't look like it does much when you first use it, but it definitely does add to the scene.



    The top one is without AO, the bottom with.

    It's definitely one that requires subtlety when used or else everything will look odd, but I'd rather have it than not
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    09/07/2015 01:38:19

    mindiflyth
    mindiflyth
    Posts: 77
    Sorry for such a noob question, but I'm still not understanding how we're supposed to update. When I go to Tools in the program, there are no new features to download. I saw the stuff here about re-installing the program... do I have to do a full re-install every time there's an update? And if I do that, won't I lose character models and other stuff I've saved?
    permalink
    09/07/2015 10:31:36

    MrDrWho13Muvizu mogulExperimental user
    MrDrWho13
    Posts: 2220
    mindiflyth wrote:
    Sorry for such a noob question, but I'm still not understanding how we're supposed to update. When I go to Tools in the program, there are no new features to download. I saw the stuff here about re-installing the program... do I have to do a full re-install every time there's an update? And if I do that, won't I lose character models and other stuff I've saved?

    When you open the program it should ask if you want to update. If you licence manager is still under the question mark menu, then you have the old version, and if the update thing doesn't pop up when you open Muvizu then you should re-install your program.
    Your set files will remain, so it's not like starting from scratch.
    permalink
    09/07/2015 17:01:58

    mos6507
    mos6507
    Posts: 34
    ziggy72 wrote:




    The top one is without AO, the bottom with.



    This doesn't look like real AO to me. All it appears to be doing is creating a fuzzy drop-shadow around every 3D object's edge. It is not finding the actual nooks and crannies in 3D space the way AO is supposed to work. Notice what it's doing with the legs of the chairs for instance, AO would not be generated there under normal circumstances. It's like a floating black cloud rather than something enhancing shadows. It SHOULD be pooling at the right angle between the edge of the rug and the walls, and it's not. This really doesn't look very useful.
    edited by mos6507 on 09/07/2015
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    09/07/2015 21:02:01

    ziggy72Muvizu mogulExperimental user
    ziggy72
    Posts: 1988
    To be fair, I don't know how well AO will work with models inside another bigger model, which is what you're seeing in this picture. Also, it is the very first time we've had this in the software, so changes from v1.0 will no doubt be forthcoming
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    09/07/2015 23:42:50

    fazz68
    fazz68
    (Account inactive)
    Posts: 763


    no AO



    with AO

    it does work but does need some refining so it works on all the nooks and crannys rather than just the large ones
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    11/07/2015 11:26:22

    fazz68
    fazz68
    (Account inactive)
    Posts: 763
    the AO is pretty cool. been having a play with it. getting the settings right is a bit fiddly but it does the job pretty well.


    no AO test


    with AO test
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    11/07/2015 15:24:59

    ziggy72Muvizu mogulExperimental user
    ziggy72
    Posts: 1988
    Yup, looks good when used in smaller doses - I think you'd have to set it for each shot to get it just right. Some presets or user favourite slots would be useful...
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    15/07/2015 22:29:21

    BigWhirl2012
    BigWhirl2012
    Posts: 32
    I upgraded a few days ago and was working on a scene at the time using a custom character I created for a political satire series I finished it and rendered it to video with no problem. Now when I attempt to create a new scene, all the custom characters I saved from before will not load. They are listed in my favorites menu but when I click on "Create", it creates a blank box with no character but shows the character's name as if the character was there. I can click on "Edit' and make changes but they do not register on the character either. I checked the properties tab to make sure the characters are set to "visible" and all are. I also attempted to create new characters and that works just fine BUT if I save the new character as a favorite, it appears in the list as do my old ones, but when it creates from the favorite menu, no character appears and the above behavior is duplicated. I tried re-creating the new custom character within the project and also closing the project and trying to recreate the character from the menu. Any idea why this is happening or what I can do to fix the issue? If we've lost the ability to save custom characters, I'd rather switch back to the old version.
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    15/07/2015 23:36:43

    MrDrWho13Muvizu mogulExperimental user
    MrDrWho13
    Posts: 2220
    BigWhirl2012 wrote:
    I upgraded a few days ago and was working on a scene at the time using a custom character I created for a political satire series I finished it and rendered it to video with no problem. Now when I attempt to create a new scene, all the custom characters I saved from before will not load. They are listed in my favorites menu but when I click on "Create", it creates a blank box with no character but shows the character's name as if the character was there. I can click on "Edit' and make changes but they do not register on the character either. I checked the properties tab to make sure the characters are set to "visible" and all are. I also attempted to create new characters and that works just fine BUT if I save the new character as a favorite, it appears in the list as do my old ones, but when it creates from the favorite menu, no character appears and the above behavior is duplicated. I tried re-creating the new custom character within the project and also closing the project and trying to recreate the character from the menu. Any idea why this is happening or what I can do to fix the issue? If we've lost the ability to save custom characters, I'd rather switch back to the old version.

    Yep, that's bug number 5 on the list: http://www.muvizu.com/Forum/topic5025-6715-release-bugs.aspx#post25837
    If you still have the old version you might as well use that. If not, then stick around for the next couple of weeks or so and they'll probably release a patch.


    Edit: Apparently they spawn beneath the ground so you need to drag them out or make them bigger.
    edited by MrDrWho13 on 16/07/2015
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