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29/04/2016 12:46:21

Tangledbliss
Tangledbliss
Posts: 66
You can have a characters pick up a mobile– but can they talk on it ? No. The sequence completes and they put the phone away.
Work arounds? Sometimes I have the character turn with their back to the camera and then freeze the image while the talking audio continues, then cut back to ending the call. Sometimes I go for a close up of the face with full lip sync and superimpose a png image of an arm and hand captured seaprately. Both require a lot of faffing around with a video editor and neither very satisfactory. Am I the only user finding this a problem?
edited by Tangledbliss on 29/04/2016
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29/04/2016 13:02:18

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 975
No you're not the only one. I use a fake arm in close up.
edited by ukBerty on 29/04/2016
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29/04/2016 17:46:04

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I use the same fake arm, as it happens, although I'm going to make a new one.
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29/04/2016 19:49:36

Tangledbliss
Tangledbliss
Posts: 66
That is a very cool arm - is that a 3D object attached to the character? My solution is altogether more basic.
The range of character actions overall needs much more development.

Geoff

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29/04/2016 19:50:12

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
That's looking good Geoff!
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29/04/2016 20:27:05

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
The arm is a separate 3d object made by Dylly ages ago - you have to bend the fingers to match the shot, and it doesn't deform well... and it's difficult to texture. I have a plan
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29/04/2016 20:54:41

Tangledbliss
Tangledbliss
Posts: 66
A plan ! Can't wait.
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30/04/2016 00:03:23

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988


This is the plan We have keyframes now, we don't necessarily need the rest of the character's body all the time... I'm going to make a sequence of arm shapes based on this one (if it looks right, haven't been in to Muvizu to check it yet). They will each have a UV map so you can texture them the same way as your character.
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30/04/2016 03:51:44

Rocque
Rocque
Posts: 359
ziggy72 wrote:

This is the plan We have keyframes now, we don't necessarily need the rest of the character's body all the time... I'm going to make a sequence of arm shapes based on this one (if it looks right, haven't been in to Muvizu to check it yet). They will each have a UV map so you can texture them the same way as your character.


Will the arm and hand be available for others to "borrow"?
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30/04/2016 15:58:10

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Yes, I will post them as a free asset. If anyone has any suggestions for specific arm positions they want just let me know. The obvious ones are the following :

Holding a tray (as per the picture)
Holding a gun
Holding a phone (mobile and old school)
Using a mobile/tablet (Right hand holding, Left with index finger extended)
Holding a cup
Holding a utensil
An extended fist
Smoking position (pipe or cig)
Generic position (for scratching head or whatever)
Middle finger (thanks TheOtherGuy)

They will be in FBX format, so you could use blender to further tweak them to your own needs/models.
edited by ziggy72 on 01/05/2016
edited by ziggy72 on 01/05/2016
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01/05/2016 04:01:21

theotherguy
theotherguy
Posts: 176
How about the arm out front with the 'middle finger salute'? (for unsavory characters of course!)
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01/05/2016 18:34:19

mrmuviz
mrmuviz
Posts: 51
@ziggy72 Would love to know your work flow with 3D-Coat, when ever you get a chance.

Hesh
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01/05/2016 20:48:43

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Only just worked this out myself, Hesh After I've made my voxel object...

SCULPT ROOM object - AUTOPO out (right click menu on Voxtree), default settings unless it has issues, Required Polygon Count @ 8000 for detailed stuff (I'm only using around 1000 right now for the arm and that seems more than enough to Paint with)

RETOPO ROOM - Edge Loops > Auto Seams, Then (UV) Unwrap
(or I mark my own edges rather than Auto Seam, it depends on how the UV preview looks - lots of deep reds or blues means it's not a good map, otherwise it's good to go)
Menu > Bake with Normal Map (missed this step the first time I posted this)

UV ROOM - (Commands list) Apply UV Set

PAINT ROOM - Dont use layer 0!! Hide all voxtree objects before you start!! (Many thanks to UrbanLamb for helping me with these, and this whole procedure!).

Paint up yer object on new layer(s), then export as an OBJ

Then it's into blender - import the OBJ, resize it down massively, press N and tick Textured Solid (no idea what menu N brings up, but it's blender, you just have to know some shortcuts because you'll never find them in the UI).
Export as an FBX (Mesh only, Geometries Smoothing set to Face not Normals, or else you get that horrible segmented thing that FBX does).

And then it imports into Muvizu. Still having trouble removing the collision ATM but working on it. Hope this helps Hesh, I think I know what you're going through Big Grin
edited by ziggy72 on 01/05/2016
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01/05/2016 22:45:59

mrmuviz
mrmuviz
Posts: 51
Thanks Ziggy, I'll have to try when I have time.

Hesh
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01/05/2016 23:35:23

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
ziggy72 wrote:


PAINT ROOM - Dont use layer 0!! Hide all voxtree objects before you start!! (Many thanks to UrbanLamb for helping me with these, and this whole procedure!).
--

And then it imports into Muvizu. Still having trouble removing the collision ATM but working on it. Hope this helps Hesh, I think I know what you're going through Big Grin
edited by ziggy72 on 01/05/2016


Your welcome *insert noob/newbie joke here*

I think I know what your blender issue with triangulation was, but I thought I would wait till you got back to that cause if you pile too much info in at once some falls out before you get to use it Big Grin
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14/05/2016 16:13:51

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Additional note - the blender collision volume has to be named UCX_modelname, but never UCX_model_name - the underscore character means something in this context, which I didn't realise, which is why I couldn't get the collision to work right. Sorted!
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15/05/2016 00:21:20

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
ziggy72 wrote:
Additional note - the blender collision volume has to be named UCX_modelname, but never UCX_model_name - the underscore character means something in this context, which I didn't realise, which is why I couldn't get the collision to work right. Sorted!



oh LOL yeah dont get fancy
anyhow now that its all working you can make awesome crap Big Grin
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15/05/2016 01:07:25

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
in the screen shot with the blue arm... what software was that?
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15/05/2016 02:53:55

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
PatMarrNC wrote:
in the screen shot with the blue arm... what software was that?

3D Coat - you can get a 30 day trial of the full program here http://3dcoat.com/download/

It's a hefty program, but damn does it do it's job well. Well, once you learn the intricacies of it it does it's job well, which isn't easy because the tutorials are all out of date...
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16/05/2016 19:21:04

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
ziggy72 wrote:

Then it's into blender - import the OBJ, resize it down massively, press N and tick Textured Solid (no idea what menu N brings up, but it's blender, you just have to know some shortcuts because you'll never find them in the UI).
Export as an FBX (Mesh only, Geometries Smoothing set to Face not Normals, or else you get that horrible segmented thing that FBX does).




I just noticed this but "N" is basically the command to bring up the left menu in whatever context its in so if your making armatures etc the options it brings up is the menu that relates to that for example or animating or modelling or whatever

so its "bring up the menu" there is also a little + as well that does the same thing it just unhides the menu linked to the functions your working with

Also 3Dcoat is very cool yup it lacks some things that zbrush has but its actually faster to work with then zbrush for the options that it replicates due to the voxel thing. If you just like to make cool art and never export it to anything else its good for that too. You can make some nice scenes just you know for prettyness right inside it. Although I find it awkward for hard surface modelling its really nice for anything that is organic. Big Grin
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16/05/2016 19:43:06

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
urbanlamb wrote:

Also 3Dcoat is very cool yup it lacks some things that zbrush has but its actually faster to work with then zbrush for the options that it replicates due to the voxel thing. If you just like to make cool art and never export it to anything else its good for that too. You can make some nice scenes just you know for prettyness right inside it. Although I find it awkward for hard surface modelling its really nice for anything that is organic. Big Grin


Have you tried the Blender Sensei add-on called ZeroBrush (which is apparently named as close to Z-brush as they can get away with, so it must be their intent to mimic its functionality)

But then, if you already have Z-Brush, why would you bother with a knockoff of it...?
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16/05/2016 19:54:03

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
urbanlamb wrote:
Also 3Dcoat is very cool yup it lacks some things that zbrush has but its actually faster to work with then zbrush for the options that it replicates due to the voxel thing. If you just like to make cool art and never export it to anything else its good for that too. You can make some nice scenes just you know for prettyness right inside it. Although I find it awkward for hard surface modelling its really nice for anything that is organic. Big Grin

Yeah, for simple stuff I rough it out in something simpler (sketchup, blender, etc) and then give it the Coat treatment Gavel
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16/05/2016 20:04:51

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988

It works like Photoshop, and you can link it to PS so that you can edit the UVs in there, save them, and when you come back here the model has already updated. I just paint on the model directly though, which is just so satisfying... Anyway, great program, and I'm still learning.
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16/05/2016 20:24:28

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
PatMarrNC wrote:
urbanlamb wrote:

Also 3Dcoat is very cool yup it lacks some things that zbrush has but its actually faster to work with then zbrush for the options that it replicates due to the voxel thing. If you just like to make cool art and never export it to anything else its good for that too. You can make some nice scenes just you know for prettyness right inside it. Although I find it awkward for hard surface modelling its really nice for anything that is organic. Big Grin


Have you tried the Blender Sensei add-on called ZeroBrush (which is apparently named as close to Z-brush as they can get away with, so it must be their intent to mimic its functionality)

But then, if you already have Z-Brush, why would you bother with a knockoff of it...?



I dont like sensei because I already use vanilla blender. I use the sculpting abilities of blender but zbrush & blender don't use voxels and 3dcoat does so its much much faster with 3dcoat.

for instance I was making a set of characters and i wanted the characters to have different clothing appearances I could just lob the heads, hands and feet of the character and duplicate those things and move to another layer and sculpt an entire new midsection.

I use blender a lot but the other tool I use because of its voxel abilities is 3dcoat.
edited by urbanlamb on 18/05/2016
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16/05/2016 23:10:44

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
thanks for that info, Urban Lamb and Ziggy... sounds interesting! If I ever get caught up with the other 50 learning curves I have in progress, I'll have to DL that and give it a try!

(Is that screaming face one of your models?)
edited by PatMarrNC on 16/05/2016
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16/05/2016 23:24:02

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Yes Pat, I made it for Sammamish. She'll be on fire when onscreen. You'll see
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17/05/2016 15:25:09

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
PatMarrNC wrote:
thanks for that info, Urban Lamb and Ziggy... sounds interesting! If I ever get caught up with the other 50 learning curves I have in progress, I'll have to DL that and give it a try!

(Is that screaming face one of your models?)
edited by PatMarrNC on 16/05/2016


I think the key here is how much you want to learn the stuff. I am fairly certain that if you sit and work at it you can learn a lot in a few months. 3dCoat is a bit hard the videos on what buttons do what are a bit out of date its true and it also assumes you are already well versed in the process of creating something. However if your willing to read the internet basically and sit and watch videos until it makes sense anyone can learn this stuff. ...even blender.

I learned 3dcoat in maybe a week because of the fact I had already a grounding and it was a matter of using the interface. If your starting from scratch the basic process and learning it will take a month or two I would think to get to the point of at least being able to create something for yourself that is usable and pleasing.

It may not obey all the rules and principles of modelling for realtime engines but that is another step in and of itself. The point is to learn how to do it first and then pile on more info afterwards when your ready. We all had to start somewhere
edited by urbanlamb on 17/05/2016
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17/05/2016 15:53:09

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Regards that, it took me a month of banging my head off it to learn 3d Coat, and even then it was with Urban's help. A lot of Urban's help! I think the real breakthrough came when I realised the 'help' and tutorials were actually very little help, and I should plough on regardless and learn it my own way. That worked
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17/05/2016 16:46:59

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
I think the key here is how much you want to learn the stuff. I am fairly certain that if you sit and work at it you can learn a lot in a few months.


That's good advice, and I agree with it. But its kind of like saying that one's ability to eat an elephant depends on how much one wants to eat an elephant. No matter what the goal, its always one bite at a time. The question is... do you keep taking bites? Or do you give up?

Multiple learning curves (I want to eat a LOT of elephants) means you fill up faster.

I love learning, and I have no problem immersing myself when I decide to do so. But I've found that (for me) it's better to pick my battles and my learning curves so that I can maintain my appetite for each entree. Most of my learning curves have remained interesting for years... a few hit dead ends and dropped off the list.

In my case that manifests as using a variety of less robust programs, oftentimes using them only for one or two things at which they excel. I accept the fact that at some point I will need capability that my current stable of tools can't provide, and then I'll have an incentive to eat another elephant.
edited by PatMarrNC on 17/05/2016
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17/05/2016 20:43:43

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ziggy72 wrote:
I use the same fake arm, as it happens, although I'm going to make a new one.

Better now
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17/05/2016 20:44:32

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Much better Ziggy!
Looks identical to the Muvizu one.
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16/07/2016 21:16:52

tonyob67
tonyob67
Posts: 211
can you sher themziggy72 wrote:


This is the plan We have keyframes now, we don't necessarily need the rest of the character's body all the time... I'm going to make a sequence of arm shapes based on this one (if it looks right, haven't been in to Muvizu to check it yet). They will each have a UV map so you can texture them the same way as your character.


Hello, Do you have the arms ready?can you shared them? Please?
We should have a separated blog, web page or forum so we can share all our assets..
Maybe it's just me, but since I work with muvizu, I see people that looks like my characters everywhere....Hahaha
Thank you
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16/07/2016 21:18:01

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
We used to be able to upload assets to the store, but we can't any more due to server costs or something.
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16/07/2016 21:44:54

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
The arms are available here :

http://www.muvizu.com/Forum/topic5734-arm-yourself.aspx
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