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<title>Forum - Feedback - What actions would Muvizuers like to have? - Messages</title>
<link>http://www.muvizu.com/Forum/topic427-what-actions-would-muvizuers-like-to-have.aspx</link>
<description>Forum - Feedback - What actions would Muvizuers like to have? - Messages</description>
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<pubDate>Tue, 13 Sep 2011 12:14:57 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic427-what-actions-would-muvizuers-like-to-have.aspx</link>
<title>Message from artpen</title>
<description><![CDATA[Just to add to this, <br/>  <br/> Animations <br/>  <br/> 1- more in air flying poses, turns ect ( Iron man, Superman ) <br/> 2- The Hulk or Superman pick up Heavy object above head animation. <br/> 3- Spiderman web cast animation. <br/> 4- Spiderman, Hero, clmbing, swing animation. <br/> 5- Shoulder charge, or push. <br/>  <br/> Need a new walk?, what about Captain Jack Sparrows Jolly Gay walk, run? <br/>  <br/> Thanks, artpen <br/> <em>edited by artpen on 13/09/2011</em>]]></description>
<pubDate>Tue, 13 Sep 2011 12:14:57 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Yes, agree, we are short on Hero animations... <br/>  <br/> Art]]></description>
<pubDate>Tue, 13 Sep 2011 11:49:03 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic427-what-actions-would-muvizuers-like-to-have.aspx</link>
<title>Message from simonheffer</title>
<description><![CDATA[James Bond (and Ethan Hunt) could do with ... <br/> Climbing (mentioned a while back) but maybe several - up/down a ladder,wall, rock-face, rope. <br/> Hanging (from a ledge), which leads to edging left/right whilst hanging from a ledge. <br/> Crawling - on hands/knees, commando style(with/without knife in mouth <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> It would also be useful to have properties/actions that only objects currently have: <br/> Floats in air - useful for superheroes, sitting on non-standard height chairs,tables,walls etc, comic effects  <br/> Movement as per objects - flying , sliding (slopes, ropes) <br/> Full Rotation - useful for lying down on slopes etc.]]></description>
<pubDate>Tue, 13 Sep 2011 11:26:01 GMT</pubDate>
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<title>Message from peterf</title>
<description><![CDATA[A quick one could be a second guitar solo animation.]]></description>
<pubDate>Sun, 11 Sep 2011 09:51:03 GMT</pubDate>
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<title>Message from hexslayer</title>
<description><![CDATA[defiantly shooting actions and sword fighting actions .this would open up alot of possibilities. <br/> oh and they really ,really need to be able to hold objects(or have some basic objects added ,like the instruments are  ) <br/> <em>edited by hexslayer on 22/08/2011</em>]]></description>
<pubDate>Mon, 22 Aug 2011 12:05:12 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic427-what-actions-would-muvizuers-like-to-have.aspx</link>
<title>Message from Dylly</title>
<description><![CDATA[More of an inaction than action but I'd like more sleeping poses, or opposable sleep positions left or right sided. <br/>   <br/> Of course eating drinking...smoking.... <br/> and can we have a wiggle put into the ladies walk...a bit of a raised hip...as some of these girls seem to walk like a.....well they just walk.....need to wiggle! More feminine in other poses too, my other half looked at a scene i did and thought the female character moved like a docker. <br/>  <br/> What I want to know is...when did my other half meet a docker?]]></description>
<pubDate>Mon, 15 Aug 2011 17:08:31 GMT</pubDate>
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<title>Message from simonheffer</title>
<description><![CDATA[yes more subtle stuff. <br/> Drinking action - beer ,tea. <br/> Picking up , putting down (one handed,two-handed) <br/> hands-on-hips <br/> sort out the collision handling when sitting down. I had to put in an invisible ground layer to get Rene to sit on the bar stool.]]></description>
<pubDate>Sat, 13 Aug 2011 22:10:07 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[I agree, we have to stop our puppets behaving like Jack Nicholsons Joker, or as sad as Jack Dee in a Funeral. <br/> Don't worry ziggs, I have a feeling the team are working on it right now.......... <br/> Come on team, the Big Producers are waiting! <br/> Peace]]></description>
<pubDate>Sat, 13 Aug 2011 21:02:47 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[As my wife says to me when I show her my latest Muvizu movie... <br/>  <br/> "This face has intentionally been left blank"]]></description>
<pubDate>Sat, 13 Aug 2011 20:45:07 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Really, really need a neutral option for the emotions.  Impassive, expressionless, call it what you will, just no discernable emotion showing.  About to embark on a 'big' project and I'm struggling to see how to do it when my characters are incapable of just looking like how normal people usually look - bored.]]></description>
<pubDate>Sat, 13 Aug 2011 20:14:27 GMT</pubDate>
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<title>Message from Muvizoo2000</title>
<description><![CDATA[Wrestling Moves!]]></description>
<pubDate>Sat, 14 May 2011 18:35:18 GMT</pubDate>
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<title>Message from mos6507</title>
<description><![CDATA[I'm waiting for the ability to have different character themes or personalities.  Right now the style that Muvizu evokes is "Veggietales".  This is through both the character styles and the way they move around and squash and stretch.  I know that custom character imports are on the cards but I would also like to see the ability to ratchet down of some of the exaggerated movement, the extreme hip and arm swaying and the abrupt Penguins-of-Madagascar style movements.  These are great for comical stories that rely on punchlines and pratfall style humor, but not for anything more serious, where you want to develop empathy for the main characters.]]></description>
<pubDate>Fri, 06 May 2011 16:04:15 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Everything we've asked for will be in the next update. Well it was in a dream I had recently, and they always come true. <br/> Just ask my pet dragon <br/> <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 05 May 2011 22:43:44 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>jawright3130</b> wrote:<br/><div class='quote'>More hair options, more clothing options, need animals. Make the dog act like a dog too. </div>  <br/>  <br/> Under Miscellaneous* in the Actions list are the dog movements. Lots of good stuff in the Misc list to cover all kinds of odd actions.  <br/>  <br/> But yeah, I agree with clothing especially - you can't have a character in a suit. Everyone has to wear tshirts or some kind of jumper or nothing at all. No trousers, always lycra shorts and leggings and nudity. It's difficult to convey what someone is like, or what they do, just by looking, and first impressions count for a lot. Just another one for the suggestions mountain... <img src="images/smilies/smile.gif" border=0 /> <br/>     <br/>   * I meant Themes - I just think of them as Miscellaneous <br/> <em>edited by ziggy72 on 06/05/2011</em>]]></description>
<pubDate>Thu, 05 May 2011 22:27:38 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[I think the bulk of those requests are in the future, or at least have been acknowledged. <br/>     <br/>   It is great to hear of a neutral mood, that's certainly one I've thought would be great more than once!]]></description>
<pubDate>Thu, 05 May 2011 12:51:52 GMT</pubDate>
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<title>Message from jawright3130</title>
<description><![CDATA[I would love to see better control of the animation sequencing. That is more control to either speed up an action or to slow it down. The ability to edit an action, that is to cut out the end or beginning. <br/>   A different way to walk a character. The current way is to choppy at times. It is hard to control the speed of the walking. <br/>   A way to edit the speech portion of the animation. <br/>   More hair options, more clothing options, need animals. Make the dog act like a dog too.]]></description>
<pubDate>Thu, 05 May 2011 12:25:08 GMT</pubDate>
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<title>Message from KerryK</title>
<description><![CDATA[<b>wetdog2</b> wrote:<br/><div class='quote'>I would love a neutral emotional state for characters, with accompanying poses. </div> <br/>  <br/>  <br/> hello! well a neutral mood is definitely on the cards and will be available in the near future. It's a much asked for feature. keep your eyes peeled for announcements.]]></description>
<pubDate>Thu, 05 May 2011 10:15:46 GMT</pubDate>
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<title>Message from Marco_D</title>
<description><![CDATA[<b>wetdog2</b> wrote:<br/><div class='quote'>I would love a neutral emotional state for characters, with accompanying poses.  When people listen to someone else talk in casual conversation, they rarely show emotion.  This would also help in emotional transitions so characters aren't just cycling through angry, sad, happy and scared, which rarely happens in real life.  Also, it's just weird to start a scene when characters all have very specific emotional states. <br/>  <br/> That said, I'm a newbie and I think it's a great product. </div> <br/>  <br/> Hi wetdog2, <br/>  <br/> First of all, welcome to Muvizu. I hope you enjoy it and have lots of fun with it. <br/>  <br/> "Fresh eyes" feedback is always important in software development. <br/> Thanks for sharing your ideas with us <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Thu, 05 May 2011 10:04:22 GMT</pubDate>
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<title>Message from wetdog2</title>
<description><![CDATA[I would love a neutral emotional state for characters, with accompanying poses.  When people listen to someone else talk in casual conversation, they rarely show emotion.  This would also help in emotional transitions so characters aren't just cycling through angry, sad, happy and scared, which rarely happens in real life.  Also, it's just weird to start a scene when characters all have very specific emotional states. <br/>  <br/> That said, I'm a newbie and I think it's a great product.]]></description>
<pubDate>Thu, 05 May 2011 02:45:55 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>bigwally</b> wrote:<br/><div class='quote'>Hopefully, there will be new features that will allow me to do what I needed to do (or at least, fake it). </div> <br/> The next release is primarily an upgrade to the Unreal Engine platform and Morpheme animation system that we use to power Muvizu.  Sadly, there won't be a huge number of new features in the next release.  The latest news post describes it better than I could: <br/>  <br/> <b>News</b> wrote:<br/><div class='quote'><span style="color:rgb(88, 88, 88)">So, when it finally arrives, what will the next release contain? The short answer is everything and at the same time, not much. Everything under the hood has changed - for the better, we think, and so that should improve stability, but very little of this is visible. </span> </div> <br/> <span style="color:#585858"> <br/> </span> <br/> However, the upgrade will remove several roadblocks that have been hampering our developers in recent months.  We'll return to our frequent release schedule and we'll hopefully get to the features you need. <br/>  <br/> <b>bigwally</b> wrote:<br/><div class='quote'>Also, how about multiple soundtrack channels for smoother dialogue direction. No more characters mouthing to other characters dialogue.  </div> <br/>  <br/>  <br/> This is one feature that is currently being worked on.  It won't make it into the next release, but should hopefully be in the one after.]]></description>
<pubDate>Mon, 28 Mar 2011 12:07:12 GMT</pubDate>
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<title>Message from bigwally</title>
<description><![CDATA[Working with my last project showed me what is needed (what *I* needed) .  The ability to hold other objects other than musical instruments (i.e.; telephone hand set, pickles(!), tools, anything, everything).   <br/>  <br/> Also, how about multiple soundtrack channels for smoother dialogue direction.  No more characters mouthing to other characters dialogue.   <br/>  <br/> I actually had to cut my project short because of the lack of these abilities.  Part 2 will need to wait until the new version comes out.  Hopefully, there will be new features that will allow me to do what I needed to do (or at least, fake it).]]></description>
<pubDate>Mon, 28 Mar 2011 03:58:44 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Emily</b> wrote:<br/><div class='quote'>Dreeko - you're the inventive one, what can you do with this?  <br/> I know you can get some pretty 'interesting' effects when you rotate the tail attachment... <br/>  <br/> <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> Steady madam!! Keep it clean. This is a family show!!]]></description>
<pubDate>Thu, 24 Mar 2011 20:10:38 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[In the 'close up' video, Rollo managed to cobble together a bluetooth headset by adjusting and rotating attachments in the 'wrong' place...I think it was a monocle and beard? <br/>  <br/> Dreeko - you're the inventive one, what can you do with this?  <br/> I know you can get some pretty 'interesting' effects when you rotate the tail attachment... <br/>  <br/> <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 24 Mar 2011 16:22:25 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'>Not really an action but it's my 2p's worth... <br/>  <br/> I'd like to see a blue tooth headset / ear piece accessory to allow you to do phone calls. This way you avoid any problems with handsets being lifted to the ear or kept in place as the head moves. It'd also let you do any existing animation to suit the conversation your character is having. </div> <br/>  <br/> Not too many bluetooth headsets kicking around for most time periods though...]]></description>
<pubDate>Thu, 24 Mar 2011 16:00:10 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[Ok - that's the animators literally and figuratively jabbed. <br/>  <br/> They are super super busy though, so don't hold your breath for any phone animations... <br/>  <br/> It would be nice to have, for sure, but it's not on a high priority, and I'm afraid that's the way things have to be just now in our wee office. <br/>  <br/> In the meantime, try to find creative workarounds, such as the holiday hell video, Close Up by Rollo Girando. <br/>  <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/XfUtNuLKt74?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Thu, 24 Mar 2011 15:57:51 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Go on Emily, jab em! Stick it to em!!!!]]></description>
<pubDate>Thu, 24 Mar 2011 14:55:11 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[Not really an action but it's my 2p's worth... <br/>  <br/> I'd like to see a blue tooth headset / ear piece accessory to allow you to do phone calls. This way you avoid any problems with handsets being lifted to the ear or kept in place as the head moves. It'd also let you do any existing animation to suit the conversation your character is having.]]></description>
<pubDate>Thu, 24 Mar 2011 14:44:34 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Emily</b> wrote:<br/><div class='quote'>I'd really like to see some sort of phone animation - one good reason for having this is that there TONS of funny prank call audio files that are just crying out to be animated! </div> <br/>  <br/> There are a hell of a lot of scenes that take place where people are on the phone too! <br/>  <br/> Go on Emily ..Go and jab the animators till they do it! <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 24 Mar 2011 13:51:26 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[I'd really like to see some sort of phone animation - one good reason for having this is that there TONS of funny prank call audio files that are just crying out to be animated!]]></description>
<pubDate>Thu, 24 Mar 2011 12:12:07 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Quite a specific request here... <br/>  <br/> Two talking on the phone animations/poses.  <br/>  <br/> 1. Hand raised to the ear for conversation allowing independent movement of the head. <br/> 2. hand raised to the ear for conversation but with the arm pivoting at the shoulder with the animated head movements <br/>  <br/> The reason for these are obvious when you think about how you move when on the phone. Sometimes you are nodding away as you listen which suits no.1 and other times you are looking around while talking which causes your arm to move in the direction which your head faces (no.2!) <br/>  <br/> Head animation feature linked to different joints......hmmn.. <br/>  <br/> thoughts? <br/>  <br/> cheers <br/>  <br/> D]]></description>
<pubDate>Thu, 24 Mar 2011 10:11:59 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[Or how about eatin and drinking moves?  Sitting at a table eating, eating chips from a bowl, that kind of thing.]]></description>
<pubDate>Sat, 12 Mar 2011 01:24:43 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[Not an animation but still - with all the pirate outfits and animations, how about a hook for a hand?  Maybe I missed it but I didn't see one in there.]]></description>
<pubDate>Wed, 09 Mar 2011 00:14:26 GMT</pubDate>
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<title>Message from sirih</title>
<description><![CDATA[A gesture I'd like to see in Muvizu is talking/whispering behind the hand. Hard to describe what I mean - but here's a picture (hard to find the search terms even to locate it!): <a href="http://www.corbisimages.com/Enlargement/42-18343469.html" target="_blank" rel="nofollow">http://www.corbisimages.com/Enlargement/42-18343469.html</a>]]></description>
<pubDate>Mon, 07 Mar 2011 14:19:16 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[I understand about it being complex and taking time, but what about doing a few prop interactions in the vein of musical instruments way sooner?  Muvizu makers would have to cut around shots as we couldn't pick up or put objects down, but at least we could hold a few.   <br/>   <br/> Just like the guitar prop, what would it take and how soon could you add animations with a box, a pen, a mug, and a ball?  <br/>   <br/> Thanks!]]></description>
<pubDate>Wed, 16 Feb 2011 15:59:31 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[<b>toonarama</b> wrote:<br/><div class='quote'> <br/>  <br/> This looks like a very interesting/exciting roadmap for the future - it's great to see that the team have such adventurous plans for the future.  <br/>  <br/> By the way Jim, best of luck in your new venture you have been a tremendous help to me and many others with your informative, friendly and concise input in the forum. I'm sure you will be a great success in your new job.  <br/>  </div> <br/>  <br/>  <br/> Hi Mick, <br/>  <br/> Thanks for the kind words Mick - I appreciate it - although I will be kicking about for a while longer; you can't get rid of me that easily <img src="images/smilies/wink.gif" border=0 />. <br/>  <br/> Also, as Barry said adding the importing is a truckload of work so it will be a while before it can be implemented.   (which is why I never give a timescale <img src="images/smilies/smile.gif" border=0 /> ) <br/>  <br/> Take it easy, <br/> -Jim.]]></description>
<pubDate>Wed, 16 Feb 2011 13:31:22 GMT</pubDate>
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<title>Message from barrys</title>
<description><![CDATA[In the interests of managing expectations... <br/>  <br/> Objects (Done) &gt; Character Attachments &gt; Animations &gt; Characters <br/>  <br/>  <br/> ...is months and months of work. And then some more months. <br/>  <br/>  <br/> Barry <br/> <em>edited by barrys on 16/02/2011</em>]]></description>
<pubDate>Wed, 16 Feb 2011 12:29:08 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[<b>glasgowjim</b> wrote:<br/><div class='quote'>Hi inlimbo/Pinguino,  <br/>  <br/> The devs intend to allow importing of pretty much any custom content, and the current plan is to implement it in this order:  <br/>  <br/> Objects (Done) &gt; Character Attachments &gt; Animations &gt; Characters  <br/>  <br/>  </div>  <br/>  <br/> This looks like a very interesting/exciting roadmap for the future - it's great to see that the team have such adventurous plans for the future.  <br/>  <br/> By the way Jim, best of luck in your new venture you have been a tremendous help to me and many others with your informative, friendly and concise input in the forum. I'm sure you will be a great success in your new job.  <br/> edited by toonarama on 16/02/2011  <br/> edited by toonarama on 16/02/2011 <br/> <em>edited by toonarama on 16/02/2011</em>]]></description>
<pubDate>Wed, 16 Feb 2011 11:16:56 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[<b>inlimbo</b> wrote:<br/><div class='quote'>Following up on when I can recreate Raising Arizona in Muvizu.  After the Unreal Engine gets updated, when might I expect to be able to do something similar to this?   <br/>  <br/> 1.  Ability to hold and carry a box (Huggies). <br/>  <br/> 2.  Ability to crawl. <br/>  <br/> Thanks for listening! </div> <br/>  <br/>  <br/> We all want to add holdable objects - it's something that the devs have been looking at for a while but is still quite a way away due to the complexity involved- but you could probably "fudge it" by having the characters perform the "Happy Pose: Object" animation and have a box float between the character's hands. <br/>  <br/>  <br/> As for crawling - thanks for the suggestion,  the artists are looking at extra locomotion types all the time and they do try to put in what people ask for. <br/>  <br/> Cheers, <br/> -jim]]></description>
<pubDate>Wed, 16 Feb 2011 10:33:24 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[Hi inlimbo/Pinguino, <br/>  <br/> The devs intend to allow importing of pretty much any custom content, and the current plan is to implement it in this order: <br/>  <br/> Objects (Done) &gt; Character Attachments &gt; Animations &gt; Characters <br/>  <br/> I can't provide a timescale as the Devs are still working on other areas, and obviously there could be changes to the order etc. that things are done but they want to open up Muvizu as much as possible in order to increase creativity. <br/>  <br/> As for mocap, the most accessible way for this to be done is probably with the Kinect, as it has both PC drivers and Scaleform compatibility, but due to the fact that it's very new tech the dev's haven't had a chance to have a proper look at it to see if it's possible to implement. <br/>  <br/> Take care, <br/> -Jim.]]></description>
<pubDate>Wed, 16 Feb 2011 10:26:06 GMT</pubDate>
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<title>Message from PinguinoStudios</title>
<description><![CDATA[You make a good point about hand animation vs. mocap Inlimbo and I agree (mos is also quite correct that mocap doesn't have to "look" like mocap). My point about .bvh is not really about using mocap - .bvh is just a nearly universal format for exchanging skeletal animation between different 3D programs - but rather about making Muvizu a more open platform. <br/>  <br/> I'm really trying to suggest that opening up Muvizu to more customization by users might attract a much wider user base. This often  opens up software to uses (and potential markets) that its creators never imagined. Much of Twitter's success for example has been built on top of the fact that it has always been a very open platform with a good API so it could "talk" to other programs and websites.<b>  <br/> </b>]]></description>
<pubDate>Wed, 16 Feb 2011 07:47:53 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[That's true, but mocap certainly can't add well placed exaggeration to sweeten the timing, the spacing, and the overall motion.]]></description>
<pubDate>Tue, 15 Feb 2011 22:06:52 GMT</pubDate>
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<title>Message from mos6507</title>
<description><![CDATA[Motion capture doesn't have to pop.  It depends on how the engine eases into and out of the motion capture, and how it blends with whatever else is going on with the model (head nods, walk cycles, idles, etc...)]]></description>
<pubDate>Tue, 15 Feb 2011 21:34:17 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[I appreciate your input, I think there is a great need for customization and animation "coverage".  As far as I understand what Muvizu intends, their style, focus, and mission is to have hand animated motions in their software and never have motion capture.   <br/>  <br/> The strong aesthetic of hand animation is undeniable.  Plus I much prefer the smoothness in Muvizu over the popping motion in MovieTempest. <br/>  <br/> And once they have Huggies and crawling animations their animation catalog will be complete!  <img src="images/smilies/smile.gif" border=0 />  Well, that and animations for wings, a tail and a long neck.]]></description>
<pubDate>Tue, 15 Feb 2011 21:27:14 GMT</pubDate>
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<title>Message from PinguinoStudios</title>
<description><![CDATA[This may have already been mentioned in this thread (I didn't read all the way through it) and it's one of those suggestions I'm sure the development team has discussed, but rather than bringing in more animations, I would focus on giving users the ability to import their own animations using a format like .bvh. This would open up possibilities with Muvizu in a huge way, because there are thousands and thousands of .bvh animations available out there and it's compatible with virtually all other 3D software. It also empowers users; for example if someone needs a crawling animation someone else maybe able to provide it and it could be added to the community database that's coming soon. <br/>  <br/> Most of the platforms that have been successful like Second Life, iClone, etc. have been because they were either open to some extent and allowed for a high degree of customization or were at least hackable. I showed Muvizu to someone today and he immediately loved it, but said he probably wouldn't use it until it supported custom animation or characters and I suspect a lot of people might have that reaction to it.]]></description>
<pubDate>Tue, 15 Feb 2011 19:16:12 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[Following up on when I can recreate Raising Arizona in Muvizu.  After the Unreal Engine gets updated, when might I expect to be able to do something similar to this?   <br/>  <br/> 1.  Ability to hold and carry a box (Huggies). <br/>  <br/> 2.  Ability to crawl. <br/>  <br/> Thanks for listening!]]></description>
<pubDate>Tue, 15 Feb 2011 18:25:47 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[Basically I want to be able to do scenes from Raising Arizona.  I will link to images below that are two separate Raising Arizona scenes.  These two scenes have actions that I can't yet do in Muvizu.  Please give me a rough idea of when I will be able to accomplish these types of actions in Muvizu. <br/>  <br/> This one he's crawling under a crib after a baby: <br/> <a href="http://www.davidbordwell.net/blog/wp-content/uploads/raising-arizona-baby-300.jpg" target="_blank" rel="nofollow">http://www.davidbordwell.net/blog/wp-content/uploads/raising-arizona-baby-300.jpg</a> <br/>  <br/> This one he's holding a package of Huggies diapers: <br/> <a href="http://4.bp.blogspot.com/_CuucyFreZoo/SNx0uZkks2I/AAAAAAAAAwk/oDhtICM2Q8w/s400/huggies.bmp" target="_blank" rel="nofollow">http://4.bp.blogspot.com/_CuucyFreZoo/SNx0uZkks2I/AAAAAAAAAwk/oDhtICM2Q8w/s400/huggies.bmp</a> <br/>  <br/>  <br/> Thanks, <br/> inlimbo]]></description>
<pubDate>Tue, 11 Jan 2011 18:52:18 GMT</pubDate>
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<title>Message from freakmoomin</title>
<description><![CDATA[hey mos6507 <br/>  <br/> almost all of which you described is pretty much how muvizu works (with the facial controls the obvious exception). <br/>  <br/> It would be usefull for us for you to delve straight in and play around with the muvizu animation tools and then tell us things that you like and vice versa. we are always looking at ways to improve muvizu. <br/>  <br/> At the moment we are looking at ways to improve the movement system and additional facial animation is also high up on our list. <br/>   again please give us any feedback that you feel would improve the animation system, were all ears <img src="images/smilies/smile.gif" border=0 /> <br/>   kev]]></description>
<pubDate>Sat, 08 Jan 2011 15:06:59 GMT</pubDate>
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<title>Message from mos6507</title>
<description><![CDATA[Hi, I thought I'd be able to contribute to some of the theoretical discussions like this before I really dig into Muvizu, based on my prior experience with Xtranormal.  If I say something that Muvizu already does, my apologies.  Take what I'm saying as the wisdom of a complete outsider. <br/>  <br/>  <br/> What Xtranormal does is separate animation into discrete channels.  So there is a head zone (for yes/no) main gestures (which are mostly upper-body) postures (which are more full body) and expressions (the face only).  Then there are walking animations and the lipsync. <br/> It is then able to blend this together.  So if you tell your character to do "hands on hips" and walk at the same time, they will do just that.  Somehow they determine how to establish priority and blending between the two animations.  So while a walk cycle would normally have swinging hands, instead that part of the body has the arms at the side. <br/> In this music video, at 1:10, the character walks while hands are on his hips.  It's kind of a weird shoulder position he gets into, but it works. <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/W4PUUDOh0TE?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/> Likewise, when a character is in a sitting posture, then all the gestures only impact the upper body and therefore don't disrupt the sitting pose. <br/> What this does is allow you to create a richer performance than you'd ever be able to do with just one main animation "channel" for the entire body. <br/> If you only have one channel then you need a zillion variations.  You know, hands on hips with head nod yes.  Hands on hips with head nod no, etc...  That's a game you just can't win. <br/>  <br/>  <br/> The kinds of gestures that I would expect first are ones that you'd use in the course of dialogue, as body-language.  Think of how people move when they speak with their hands.  These are the things that Xtranormal added first.  The reason these are important is that if you use text-to-speech, the hand gestures go a long way to filling in the emotional content that is missing from the vocal delivery.  So when Xtranormal added the Starz pack, they added stronger gestures like hand-punching-fist that work well with people like Mel Gibson.  They can speak like automated call centers, but by doing the hand-punching-fist move, they will come across as menacing. <br/> They also tailor the way these animations play out based on gender or body type.  So the female version of a particular animation may have more hip-sway or graceful movements.  At the very end of the youtube clip I embedded, that coy little head tilt move and the eye movement is all part of the idling system. <br/> What I would like to see from Muvizu is an emphasis placed on these subtle aspects that make characters appear more lifelike, more Pixar and less Veggie-tales.  Then it will be possible to empathize with them.  I don't know if the company wants to move in this direction, but that's my wish.]]></description>
<pubDate>Fri, 07 Jan 2011 17:04:14 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[One more vote for generic all purpose animations.  This is back from Ziggy's comment: <br/>  <br/> <span style="color:#666666"><i><u>    "I agree with all above - subtlety and more control over the existing animations would 	probably allow 	most actions you could think of, rather than just adding more and more 	preset animations."</u></i></span> <br/>  <br/> If we can cover most bases and be able to position the hands, stance, and various expressions in the spine and neck, then the characters will be able to do most actions.  It's the context of these generic moves that will give them emotion and meaning.  If we are locked in to the excellent animations currently in Muvizu then we often have to work around them to tell the story.   Functional and generic animations will allow story to come from the context and the audio. <br/> __ <br/> <em>edited by inlimbo on 03/01/2011</em>]]></description>
<pubDate>Mon, 03 Jan 2011 07:43:57 GMT</pubDate>
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<title>Message from FurryCakes</title>
<description><![CDATA[Yes please, more subtle animations would be great. <br/>  <br/> I also second the handshake. Rather than create a complicated(?) two character action, why not make a single character handshake (moving the right hand up and down). Apply this animation to two characters then put them facing each other so that their shaking hands line up with each other. (Is this making sense?). <br/>  <br/> How about finger wags? <br/> 1. Front to back (Naughty, naughty!) <br/> 2. Side to side (I wouldn't do that if I were you)]]></description>
<pubDate>Sat, 01 Jan 2011 17:23:19 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Hello fellow muvizuers, Team <img src="images/smilies/1cool.gif" border="0" alt="Cool" />  <br/>  <br/> Just watched some silly wrestling on the box, and thought some of their moves would be good to use. <br/>  <br/> 1 - The clothes-line <br/> 2 - chest beat <br/> 3 - jump and fall on bum ( ouch! ) <br/> 3 - the grapple <br/> 4 - forearm smash ( you would need your victim sitting or kneeling  to work, maybe the praying position? with a  <br/> Falling to side animation, or a clever camera cut to spread eagle from the ko punch animation. <br/> 5 - Throw animation, and victim animation sort of like a forward roll thing? <br/> 6 - and finally,  the famous Big Daddy run and belly splash! " easy, easy, easy! " <br/>  <br/> I think people would love to see" The Muvizu Wrestle Mania, oh yeah!! " <br/>  <br/> Pay per view? <br/> <em>edited by artpen on 12/12/2010</em>]]></description>
<pubDate>Sun, 12 Dec 2010 12:30:59 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[I normally hate when people do this on forums, but I have to say to the last post - LOL!!!]]></description>
<pubDate>Mon, 06 Dec 2010 20:36:44 GMT</pubDate>
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<title>Message from RightURKen</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'><b>freakmoomin</b> wrote:<br/><div class='quote'>handshake  <br/> cuddle  <br/> cuddle and kiss  <br/> some explosion flying through the air death type animations  <br/> poison choke death  <br/>  </div>  <br/> Is anyone else scared by what sort of video would need this sequence of animations?  <br/> <img src="images/smilies/eek7.gif" border="0" alt="Whaaaaa?" /> </div>  <br/>  <br/> <b>One showing my last date?</b> <br/> <em>edited by RightURKen on 06/12/2010</em>]]></description>
<pubDate>Mon, 06 Dec 2010 14:15:22 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>freakmoomin</b> wrote:<br/><div class='quote'>handshake  <br/> cuddle  <br/> cuddle and kiss  <br/> some explosion flying through the air death type animations  <br/> poison choke death  <br/>  </div> <br/> Is anyone else scared by what sort of video would need this sequence of animations? <br/> <img src="images/smilies/eek7.gif" border="0" alt="Whaaaaa?" />]]></description>
<pubDate>Mon, 06 Dec 2010 11:37:00 GMT</pubDate>
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<title>Message from freakmoomin</title>
<description><![CDATA[<b>RightURKen</b> wrote:<br/><div class='quote'><b>freakmoomin</b> wrote:<br/><div class='quote'>...some explosion flying through the air death type animations ... </div>  <br/>  <br/> <b>Does this mean we're going to get an "explosion" effect? I definitely need one.  <br/>  <br/> </b> </div>  <br/>  <br/>  <br/> oh oh.....ive opened a can of worms <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> ill suggest it in the next meeting <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 06 Dec 2010 11:06:40 GMT</pubDate>
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<title>Message from RightURKen</title>
<description><![CDATA[<b>freakmoomin</b> wrote:<br/><div class='quote'>...some explosion flying through the air death type animations ... </div>  <br/>  <br/> <b>Does this mean we're going to get an "explosion" effect? I definitely need one. <br/>  <br/> </b>]]></description>
<pubDate>Sat, 04 Dec 2010 21:33:12 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Spot on freakmoomin<img src="images/smilies/1cool.gif" border="0" alt="Cool" />]]></description>
<pubDate>Sat, 04 Dec 2010 19:14:47 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>freakmoomin</b> wrote:<br/><div class='quote'>Ive recently made some new animations following some suggestions, hopefully they will be available in the program soon....  <br/>  <br/> handshake  <br/> cuddle  <br/> cuddle and kiss  <br/> some explosion flying through the air death type animations  <br/> poison choke death  <br/>  <br/> some lying down poses (these are just static poses but with the lipsync, head and eye movement this should give people some options)  <br/>  <br/> At some stage we MAY do a whole lying down mood but hopefully this will help for now.... <br/> edited by freakmoomin on 04/12/2010 </div> <br/>  <br/> Great news! <br/> These will all be very helpful in future animations <br/>  <br/> Cheers <br/> D <br/>  <br/> PS: Any news on the walking/running on the spot mode?]]></description>
<pubDate>Sat, 04 Dec 2010 15:06:32 GMT</pubDate>
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<title>Message from freakmoomin</title>
<description><![CDATA[Ive recently made some new animations following some suggestions, hopefully they will be available in the program soon....  <br/>  <br/> handshake  <br/> cuddle  <br/> cuddle and kiss  <br/> some explosion flying through the air death type animations  <br/> poison choke death  <br/>  <br/> some lying down poses (these are just static poses but with the lipsync, head and eye movement this should give people some options)  <br/>  <br/> At some stage we MAY do a whole lying down mood but hopefully this will help for now.... <br/> <em>edited by freakmoomin on 04/12/2010</em>]]></description>
<pubDate>Sat, 04 Dec 2010 13:10:36 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Some fine suggestions in there!]]></description>
<pubDate>Sat, 04 Dec 2010 08:58:47 GMT</pubDate>
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<title>Message from RightURKen</title>
<description><![CDATA[<b>-Two hand push (like pushing a wall)</b>  <br/>  <br/> <b>-Two hand pull</b>  <br/>  <br/> <b>-Generic kick (can be used for fighting or sports)</b>  <br/>  <br/> <b>-Generic punch(as opposed to the wind up punch in fighting)  <br/> </b> <br/> <b>-Face slap</b>  <br/>  <br/> <b>-Bend at waist left and right(to look around things like a wall or tree)  <br/>  <br/> -kiss  <br/>  <br/> -hug  <br/>  <br/> -handshake  <br/>  <br/> -reach for object, one hand (yes, I know there's a "object" animation but it's two hands)  <br/>  <br/> -Ability to close eyes. We have some eye control but can't close eyes all the way? Like the comedians say "What's up with that?"  <br/>  <br/> -Someone else mentioned eyebrow control. Let me second that big time.</b> <br/> <em>edited by RightURKen on 04/12/2010</em>]]></description>
<pubDate>Fri, 03 Dec 2010 23:10:07 GMT</pubDate>
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<title>Message from raptormarlins</title>
<description><![CDATA[Soldier walk. Soldier stance and Soldier salute]]></description>
<pubDate>Fri, 26 Nov 2010 20:38:20 GMT</pubDate>
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<title>Message from muddybunny</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>I could do with kissing (oo-er). <br/>  <br/> ...and possibly hugging.  </div> <br/>  <br/> Sorry - had to laugh.  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Sun, 17 Oct 2010 13:19:15 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I could do with kissing (oo-er). <br/>  <br/> ...and possibly hugging.  <br/>  <br/> I understand that interactions between characters is tougher. <br/>  <br/> Berty]]></description>
<pubDate>Fri, 15 Oct 2010 11:28:00 GMT</pubDate>
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<title>Message from muddybunny</title>
<description><![CDATA[I'm not sure if anyone has posted about these, I searched the terms, but didn't find anything. <br/>  <br/> 1 - handshake - It would be nice if you could get two people to shake hands.  Click on one and then the other and add "handshake".  Or something like that. <br/>  <br/> 2 - washing hair - This would probably need another "bubbly" hairstyle, and then the ability to get the character to "wash hair" (maybe in the same section as "take a bath". <br/>  <br/> Thanks.]]></description>
<pubDate>Fri, 15 Oct 2010 10:43:25 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[I have some animation suggestions. <b>Two types:  <br/> </b> <br/> <b>One</b> is some more physical or <b>functional animations that do not have a mood</b> along with them. Let me know if any of these already exist by the way, but it would be helpful to have animations like crawling, kneeling, squating, perhaps scooping with hands, climbing, throwing something, pulling pushing, etc. And yeah it would be great, like walks, to do a functional animation in a sad way or a happy way or just the standard neutral way.  <br/>  <br/> The <b>second</b> type is to mix facial moods with body moods. It would be great to have a body that is shaking and clearly afraid, while the character is putting on a brave face. Or a positive posture, but sadness in the face.  <br/>  <br/> That's all, I appreciate you reading this, and I welcome any additional ideas.  <br/>  <br/> __ <br/> <em>edited by inlimbo on 10/13/2010</em>]]></description>
<pubDate>Wed, 13 Oct 2010 23:52:53 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[(pulling soapbox over a bit) <br/> Well said Mysto!  A blunderbus in the face can be comedy or tragedy, it's all about context and intent. <br/>  <br/> (shoves soapbox back where it was)]]></description>
<pubDate>Thu, 07 Oct 2010 20:17:49 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[Just look at Elmer Fudd... how could he hunt wabbits without his shotgun? I agree, this is not about morality, it's about entertainment and to me that is what animation is all about. Everyone should have the creative freedom to create whatever they want however they see fit. Myself, if I don't like or agree with something that someone else created I just don't watch it. Problem solved for me anyway. <br/>  <br/> I'm sure that there are a few people that don't appreciate or like my little "fart" animations and that's fine with me however, there do seem to be some folks that see the humor in them like I do. While I may not like or agree with something that someone else has created I'll defend their right to to create it. After all, to me that's what freedom is all about. <br/>  <br/> (stepping off soapbox)]]></description>
<pubDate>Thu, 07 Oct 2010 20:08:31 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[I agree with all above - subtlety and more control over the existing animations would probably allow most actions you could think of, rather than just adding more and more preset animations.  One thing I don't agree with is Kaynine's point about guns.  Slapstick guns should be in there, absolutely, but so should guns used normally.  I'm struggling to think of any of my favourite films that don't include guns or weapons...2001 is about the only one that really springs to mind.  Point is, I don't think you cant ignore such a fundamental part of modern storytelling - this is a sad reflection on our society for sure, but that's just the way it is.  This is about an animation program, not morality.  The creator must have freedom to express their stories how they want to, good or bad, without restrictions. <br/>  <br/> And if we don't have guns, then what about bows and arrows?  Swords?  Light sabres?  Hammers?  Weaponry and stories are almost always interlinked, and I believe the Dev team should include them properly.  We have a Military set without guns - what's the point?  And the Western set?  No chance of a High Noon style shootout there.  And the SciFi set?  We need our ray guns, man.  Damn, just remembered - in 2001 the apemen use bones as weapons, and remember that famous jump cut to the future spaceship?  The ship is a military satellite - a giant space cannon, essentially.  See what I mean?! <br/>  <br/> Anyway, please, give us weapons and the actions to go with them. <br/> <img src="images/smilies/6804382843.gif" border="0" alt="En Garde!" />   <img src="images/smilies/smash.gif" border="0" alt="Gavel" />     <img src="images/smilies/sterb1842sg.gif" border="0" alt="Gun" />  <img src="images/smilies/sterb0298yz.gif" border="0" alt="Darth Lightsabers" />  <img src="images/smilies/stickpoke.gif" border="0" alt="poke" />]]></description>
<pubDate>Thu, 07 Oct 2010 19:41:39 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[I'm impressed with the library of movements that is already included with Muvizu but there is always room for more. I too would like more control over the more subtle movements such as being able to control the arms, hands, legs and facial features and hopefully these things will be addressed in future releases of the software. In the mean time I am having a great time using the features that are already available. I am finding that with a bit of "trial and error" and a little creativity you can do quite a lot with the characters right now. I have a feeling that this is only the beginning for the software and we may all be surprised at what the Muvizu team has in store for us in the future. <br/>  <br/> I have been a student and creator of cartoons and animation in various forms for about 30 years now. I've done traditional cell animation (VERY labor intensive), cutout animation, stop motion animation, claymation  and just about everything in between. I even drew comic strips for newspapers back in the 80's. I have a fairly large library of books about the subject but my favorite book is Disney Animation the illusion of life by Ollie Johnston and Frank Thomas. That book is a whole college course on animation and I highly recommend  it to anyone serious about animation. <br/>  <br/> Anyway, back to the subject at hand. <br/>  <br/> Team Muvizu are doing a great job. They seem to listen to their users and their wants. They have an amazing piece of software that will only get better and better. Like the rest of you, I have my "wish list" of features I'd like to see and hopefully I'll see a few of those features in future releases. In the mean time I'll be trying to push what we have now to the limits.]]></description>
<pubDate>Thu, 07 Oct 2010 18:44:32 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Hi folks <br/>  <br/> Just wondered if there will be an animation of someone playing the mouth organ when the musical instruments arive in November? <br/>  <br/> Thought it would be a good addition to the western theme <br/>  <br/> Cheers  <br/>  <br/> D <br/>  <br/> ps: Thanks again to all at Muvizu for everything! <img src="images/smilies/beer.gif" border="0" alt="beer" /> <br/>  <br/> Having a great time using Muvizu on a decent puter now!]]></description>
<pubDate>Thu, 07 Oct 2010 16:28:40 GMT</pubDate>
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<title>Message from beretta</title>
<description><![CDATA[More zombie animations perhaps? <br/>  <br/>  <br/>  <br/> Im quite happy with the current library at the moment tho <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 14 Sep 2010 20:56:36 GMT</pubDate>
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<title>Message from ghrenig</title>
<description><![CDATA[I think violence has a place in animation. Often extreme violence as in Tom and Jerry. Dropping large weights on characters and getting squashed or blowing characters up as in Bugs Bunny or characters being hit over the head with hammers and the like with their teeth falling out afterwards. Cartoon guns as in Roger Rabbit where the bullets are animated characters..  It depends on the context and the timing - timing being everthing.  <br/> The speed and exaggeration is at the heart of animation. As in running over the cliff and then the delay before dropping down at great speed.  <br/>  <br/> One book I would recommend would be The Animator's Survival Kit- A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators -Richard Williams. He has also released a 16 DVD course which I couldn't afford but might be avaiable at universities or colleges. <br/> Another good book is The illusion of Life<img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />isney Animation by Ollie Johnston and Frank Thomas. <br/>  <br/> I much prefer cartoons to the real life imagery of human characters. As we are so sensitive to any real life looking characters whereas we can suspend belief when it is an imaginary blob or character with similar proportions to a human.]]></description>
<pubDate>Tue, 14 Sep 2010 15:42:57 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Absolutely <br/> Muvizu has correctly (I think) started with more extreme and wacky movements allowing some entertaining animations to be created very quickly. <br/>  <br/> But to allow the software to progress and prevent the animations from all starting to look too similar we need more variation and subtlety in the animations and more control over facial animation. <br/>  <br/> Also somehow we need to make walking/running easier to control. I find this the most frustrating part of Muvizu and usually cop out and make the movement off screen. I find it virtually impossible to control the direction and stopping point at the moment. <br/>  <br/> Perhaps to assist some turning animations could be introduced: turn left slowly/fast, turn 180%, turn and run off etc. <br/> Toonarama]]></description>
<pubDate>Tue, 14 Sep 2010 08:38:39 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Kaynine</b> wrote:<br/><div class='quote'>While I work up a spec for a new computer and continue experimenting with some very basic Muvizu tests, I've been watching a lot of examples in the gallery and elsewhere. I've gradually come to the conclusion that refining and considerably extending the range, type and subtlety of movements will be the key to Muvizu's long-term success --- probably more so than the addition of new characters or character-types. <br/>  <br/> What has struck me over the last couple of weeks is the frequency with which I keep seeing the same moves in diverse animations. After awhile the novelty starts to pall and I start wishing for something a bit different. From my perspective (and this is just a personal feeling), I think that additional subtlety and variety need to be developed within the existing bands of happy/sad/strong etc..  <br/>  <br/> Even though the Muvizu characters are cartoonish in nature, this doesn't always mean that very dramatic or extreme moves are the order of the day. It may well be that existing libraries of movements could be modified to provide an even wider range of choices from the very subtle to the quite extreme within particular categories of movement. <br/>  <br/> One consequent problem, of course, would necessarily be an enlargement of the menus from which moves can be selected and maybe the associated need to increase the number of movements which can be linked together so as to create less repetitive sequences. <br/>  <br/> Because Muvizu, by its very nature precludes users from actually drawing their characters or defining and creating their own individual movements, it stands to reason that as wide and graduated a range of options will need to be available if the program is to have a really long shelf-life in the rapidly evolving world of DIY animation. <br/>  <br/> That's my two penn-orth anyway. </div> <br/>  <br/>  <br/>  <br/> Very well put. <br/>  <br/> It really seems that most users are hankering after the same things : subtle movements, facial animations, the ability to hold poses, and a wider variety of animations in general. <br/>  <br/>  <br/>  <br/> On a side note, I still cant believe how much response we get from the devs especially considering that this program is free! <br/>  <br/>  <br/>  <br/>  <br/> cheers! <br/> <em>edited by Dreeko on 9/14/2010</em>]]></description>
<pubDate>Tue, 14 Sep 2010 08:10:09 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[The control eyebrows and hold a facial pose would increase the emotion. <br/> We could use these with great results...<img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 14 Sep 2010 08:00:08 GMT</pubDate>
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<title>Message from Robwelsh</title>
<description><![CDATA[Yes I agree with Than there..... subtle stuff. Nonchalant, if that counts as a category! Lots of classic toons work on that contrast between the lazy super-chilled and the extra active, hyper almost. Think Droopy, Foghorn Leghorn... <br/> Also perhaps a library of job related stuff... sweeping, directing traffic, hammering, all that sort of thing...]]></description>
<pubDate>Mon, 13 Sep 2010 21:47:32 GMT</pubDate>
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<title>Message from Than</title>
<description><![CDATA[I'd generally like more subtle animations for when charaters are just standing about.]]></description>
<pubDate>Mon, 13 Sep 2010 18:45:59 GMT</pubDate>
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<title>Message from zacchang</title>
<description><![CDATA[Cant wait for the band animations,I'm working on a full lenght Muvizu music video and need the instruments and playing animations to make it work! Any idea of a timeline on when they might be ready?]]></description>
<pubDate>Mon, 13 Sep 2010 15:31:39 GMT</pubDate>
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<title>Message from ghrenig</title>
<description><![CDATA[How about some guns being drawn and shooting. Kneeling, standing, lying down with pistol, rifle, laser blaster, chansaw etc or selectable object. Being shot action - as bullets hit <br/>  <br/> Ease in and ease out and a timeline control or slider on the speed of the action. <br/> Eye brow movement control and animation similar to eyes. <br/> Maybe a way of combining facial smaller actions into a sequence that could be the added as an named action.eg Raise left eye brow: look left: look right:Raise Right eyebrow.]]></description>
<pubDate>Mon, 13 Sep 2010 15:09:13 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[The object animation with instruments will be a winner <img src="images/smilies/smile.gif" border=0 /> <br/> I've got a few music videos in the works... <br/>  <br/> Ps Bring back ELVIS RIP!!! <img src="images/smilies/1cool.gif" border="0" alt="Cool" />]]></description>
<pubDate>Mon, 13 Sep 2010 11:16:06 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[They are adding instruments, so your character won't be playing the air guitar (unless you want them to - Freakmoomin is also making an air guitar animation). <br/>  <br/> I have also made this topic a sticky, as it has a lot of good ideas in it.]]></description>
<pubDate>Mon, 13 Sep 2010 10:45:47 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[I think that the ability to add facial movement such as say smile, frown, grimace etc (as we currently can with eyes and head) would be a real boon. <br/>  <br/> Not sure how far the object animation will go but a "squashiness" and "stretchiness" slider would be quite nice! <br/>  <br/> Interested that music actions are to be added; will the guitar player be able to hold a guitar to play though or are we going to get a loada long-haired air guitarists?]]></description>
<pubDate>Mon, 13 Sep 2010 10:42:13 GMT</pubDate>
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<title>Message from freakmoomin</title>
<description><![CDATA[This is a great topic. <br/>  <br/> We are in the process of doing some 'rock band' anims, so there will be LOTS more anims to pick from. singing, dancing, playing instruments etc <br/>  <br/> we are also looking into a system where locomotion and animation of the top half can be overlayed so this will open up a whole host of new possibilitys. <br/>  <br/> but yes we are always looking to expand and improve our animation set. <br/>  <br/> so keep the ideas coming <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 13 Sep 2010 10:15:37 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[I agree, muvizu also needs a lot of facial animations to express the emotion in our characters. <br/> To really tell a story, you need the emotion, Disney spoke of this as a. Must if you were to have  <br/> people believe. <br/> Facial animation, like the wink, shrug your shoulders in confusion ect, <br/> I,ve wondered if muvizu could have a ( Hold a facial pose ) when doing dialog? <br/> Maybe this could help with facial expression?]]></description>
<pubDate>Mon, 13 Sep 2010 10:10:30 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[a couple of other things that may help: <br/>   <br/> The introduction of more walks. Animation books usually go to great length describing how to do walks and always stress the importance of the walk in defining a character. <br/>  <br/> Introduction of mor face shapes]]></description>
<pubDate>Mon, 13 Sep 2010 10:08:29 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Kaynine <br/> I am in absolute agreement with you on this. <br/> We both know what a wonderful product this is but to prevent the repetition building in we either need more movements/expressions (and I again agree that more subtle ones would be the most useful at the moment as we have plenty of very expressive ones and i am not sure how responsive the expressiveness slider is) OR a way to create/amend existing expressions. <br/>  <br/> I seem to remember mention of being able to alter the timing of the movements which may assist. <br/>  <br/> Toonarama]]></description>
<pubDate>Mon, 13 Sep 2010 09:54:52 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Ok, I think these animations would be good <br/>  <br/> 1- A floating budda style peace animation <br/> 2- The michael jackson smooth criminal lean animation <br/> 3- The invisible wall illusion animation. <br/> 4- The poisoned choking animation. <br/> 5- The David Brent animation dance... ha ha ha <br/> 6- The Nazi salute, or the Nazi march. <br/> 7- The fingers in ears awaiting a loud "BANG!!" Animation <br/> 8- The ninja 3 flip hand spring somarsault- <img src="images/smilies/smile.gif" border=0 /> <br/> 9- A michael jackson style spin animation. <br/> 10- A speed skating, surfing, or balancing on tightrope animation. <br/>  <br/> So, there's my ten aninations, I think could give us a chuckle <br/> p.s your doing a class job, long live muvizu studios...]]></description>
<pubDate>Sun, 12 Sep 2010 20:25:11 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Some more suggestions <br/> 1. More "everday" actions <br/> 2. More initial states  <br/>  <br/> 3. Football/Sports actions <br/>  <br/> 4. Music/Band based actions <br/> Thanks <br/> Mick]]></description>
<pubDate>Fri, 03 Sep 2010 12:24:24 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[Hi Kaynine, <br/>  <br/> The Angry Subtle "Hands on Hips" and Sad Subtle "Hold Bridge of Nose" animations have the character shaking their head a little, but I can't think of any that get the character to shake their head a lot. <br/>  <br/> The listing system is changing slightly for the new release - you will be able to click on a heading and view all of the animations in the sub categories.  <br/>  <br/> I love the idea of a "Curled Up" initial state - it makes a lot of sense, especially with new Dog character. <br/>  <br/> Thanks for the suggestions, I have passed them on. <br/>  <br/> Take care, <br/> -Jim.]]></description>
<pubDate>Thu, 26 Aug 2010 12:01:53 GMT</pubDate>
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<title>Message from freakmoomin</title>
<description><![CDATA[Good topic!!! <br/>  <br/> weve had a few requests for a lying down state now so thats one i think we defo need to address at some point...... <br/>  <br/> good sugestions <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> kev]]></description>
<pubDate>Thu, 26 Aug 2010 11:25:14 GMT</pubDate>
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