ritsmer - all messages by user

2017/1/13 17:10:28
sale on Silo 2.3.1 Oh - great!

So many fine things for future projects.

Thank you very much.
2017/1/10 16:43:29
Frame rate question...... Good idea.

The .mp4 output is not shifted by precisely 1 frame - which would be 40 ms at 25 Fps - but by some strange 47 ms.
24 Fps would give 41.7 ms per frame.

I have checked the .mp4 file and it is 25 Fps progressive as expected.

Comparing to the original audio (the one imported to Muvizu) shows that the .png output (the separate wav file) and the .avi output are the most accurate.
By "most accurate" i mean that it they are both shifted by only about 7 ms - but it is 7 ms forward as the .mp4 output is shifted about 47 ms forward.
edited by ritsmer on 10/01/2017
2017/1/10 10:09:09
Frame rate question...... Difficult to say as I always only use the video from Muvizu and add sounds, Foley, music etc. in Sony Vegas.
I do have many of the sounds in Muvizu too, however - to be able to synchronize the movements etc. - but I do not use the rendered audio from Muvizu.

For the time being I make some experiments with a drummer girl synchronized to All Cats Are Grey by The Cure - and some days ago I noticed that the .mp4 rendering from Muvizu was a little out of sync as to video/audio.


That said, I just made another render of your and my experiment - this time to .avi/Microsoft video 1 - and this audio has the same timing as in the .wav from the .png rendering. file.

So - to me - it seems that it is the .mp4 audio output that is a little time shifted (by some 47 milliseconds) -

But I hope that one of the Muvizu Staff Gurus will cut in and enlighten us.
edited by ritsmer on 10/01/2017
2017/1/10 9:06:06
Frame rate question...... You are welcome.

Pls. see the addendum to the above post.

Edit: It seems that the timeshift is close to 47 milliseconds...
edited by ritsmer on 10/01/2017
2017/1/10 8:45:26
Frame rate question...... Just tried to render 10 seconds as .png's. The render started at 0:00.

In the resulting folder there are precisely 250 .png's meaning that the frame rate is 25 Fps.

Then I copy/pasted all .png's to a Vegas 25 Fps timeline with the setting Still image length = 1 frame. This gave 10 seconds of video. Thereafter I put the corresponding wav file to the same timeline - and that gave precisely 10 seconds of sound.


Then it gets interesting: I rendered the same 10 seconds as .mp4 1920 at some 10 Mbps and put this onto the same Vegas TL.
Surprise: the .png pictures and the mp4 video seem to be 100% synchronous BUT the audio is coming too fast by a little more than 1 frame.
edited by ritsmer on 10/01/2017
2017/1/1 15:35:47
New Character .... this Predator ...
hmmm ...
or two ...
"meeting" some of Claysters characters from the Star Wars realm ...
added some first class sounds ...
...
a story is born...

Thank you Clayster!
2016/12/29 9:46:49
Character sets old and new What an admirable attention - also to small - but important - details.

You have fine-tuned the figures to look so "natural" - I mean: to me they do not look like easily drawn cartoon figures - but they are really something one would spend a month with creating a film.

Right now, om my monitor, Princess Leia is chasing C3PO - looks quite funny when she is running Muvizu-character-like - this we never saw in the original films.


Thank you.
2016/12/22 8:18:39
Anyone recommend good editing software? Here I'm using the Vegas Pro - which has many features.
Besides you can buy a lot of great plug-ins for extra effects, transitions, compositing etc. from companies like BorisFX and NewBlue FX.

But it might be kinda overkill for many users.
Still remember the first time some 15 years ago when I started the program the first time thinking: What an error buying this - I will never learn what all the buttons and sliders and menus and settings are for
2016/12/17 8:35:02
Optimize appearance of text as imported texture +1
2016/12/15 14:17:30
What is the true internal resolution in Muvizu? Ah, yes - that is a good idea too.

Working with Vegas one has to output as .png's as the alpha channel for the .tga sequence must be switched on image by image :-(

For readers who would like to study layers a little more here is a link:

http://www.muvizu.com/Wiki/wiki/161/how-to-use-layers
2016/12/15 10:27:53
What is the true internal resolution in Muvizu? Very interesting - and good to know - because it often is easier to do zoom in the Sony Vegas editor of the full finished scene - meaning - when the green screen output from Muvizu has been put together with some real-world recordings.

My real-world recordings are done in 100Mbps 4K too - giving "freedom" to do nearly 1:2 x zoom/pan without losing quality.

An example:
In this scene the sitting guy just met his (standing) "Guide to the hereafter"
As it seems to be a little "artificial" when letting Muvizu cartoon characters walk around in real-world recordings I normally "cartoonize" the finished result in the editor. (Just click the picture icon)


edited by ritsmer on 15/12/2016
2016/12/15 8:05:10
What is the true internal resolution in Muvizu? Just wonder what is the true internal resolution in Muvizu?

You can render to frame sizes ranging from 480x360 up to 3840x2160 -
but in what resolution are i.e. the generated characters (potato heads and the newer ones) and other objects created?

One might imagine that Muvizu is programmed to use an internal array of pixels depicting the scene - like a .bmp picture - but how large is this array? AND does this actually matter - or are other techniques used? Is everything vectorized?
Tests show that if you zoom into a scene then Muvizu (probably?) does not hold the full scene in this array - just the characters and objects that you can see in the active view - PLUS - all the surrounding things having influence on the active view through shadows, light etc.

Of course we have to deal with the poly count - but I wonder how much we gain in respect of resolution - i.e. edge pixelation - if we render the output from Muvizu in 3840x2160 instead of, say, 1920x1080?

All this also when the characters are moving. Are they moving around internally in frames of what resolution ?? I mean: before this is rendered to the final result using the frame size you have made in the settings ?

In most of my projects Muvizu is used for character generation with a green background - and this is rendered and imported to Vegas Pro.

It does work very well - but I would like to know the theoretical? resolution that Muvizu works with internally to get a better understanding of what I do.
edited by ritsmer on 15/12/2016
2016/12/10 12:24:14
character wave to audience Right...

...and do not worry if you cannot get the actions recorded precisely where you want them -

because you can always adjust them on the timeline afterwards (go to Tools Timeline or Ctrl+T ) and simply move the actions.
edited by ritsmer on 10/12/2016
2016/12/6 15:49:17
Problem with lip synch and audio recording Using quite some lip-sync here - and it works well and easy:

After recording I take the dialogues into my editor (Sony Vegas) and Compress them to avoid too silent parts.
Then I amplify them to max (0 db)
Then I render them as .mp3 192 kbps
- and then import them to Muvizu...
where I run the direct dialogue character by character...

...then I output this as .mp4 at some 13 Mbps and import it to Sony Vegas where I delete the Muvizu audio part and add the original speak and sounds and music and .... (using a nearly 0 db signal seems to get distorted in Muvizu) ...

...and the Potatoheads happily talk and talk and talk :- )

My conclusion: Keep the speak dialogues clean and well separated for each character.
edited by ritsmer on 06/12/2016
2016/12/4 17:07:25
WHERE ARE YOU? Yes - and with english subtittles
2016/12/4 11:36:26
WHERE ARE YOU? Greetings from Copenhagen, Denmark.

Just finished the first 32 seconds of a film titled "The last picture" about a guy spending all his time with his most beloved cameras (like me).

It was thought to be a film with live actors - that is what I do most - but my wife said it would be too sad to see the main character (me) die before he got his "last picture" - so I'm making it with cartoonized "real" backgrounds and Muvizu characters.

All characters are just green-screened in Muvizu and added to the backgrounds, sounds etc. in Sony Vegas.
The backgrounds are cartoonized using Boris Continuum Cartooner as a plug-in to Vegas.
edited by ritsmer on 04/12/2016
2016/11/21 13:47:19
The usual wish: a camera :-) Thank you very much, drewi.
The mobile phone you have sent me as an fbx is 100% what is needed in the film.
Great!
edited by ritsmer on 21/11/2016
2016/11/21 11:48:32
The usual wish: a camera :-) Making a film about a guy who always wants to just "take one last picture" I am looking for anything looking like a mobile phone camera.
Actually just a small rectangular black box would do it.
I tried the right hand attachment Book, colored it all black and it was kind of OK - only problem is that it cannot be scaled small enough - and so it cuts the figures right leg when he is walking.
So I would be grateful for a link to a small camera - possibly just looking like a new mobile camera phone ?
2016/8/29 7:47:09
Lip Synch Problem With Singing, Song, Music, Sync Yes - and it works OK.

Used it recently where I needed Yoda to speak with a "convincing" alien accent - so I typed his lines in English into the Translate-From box of Google Translate (with his typical incorrect word order) - and then let Google Translate read these English lines as if they were another language...

Quite a surprising effect.
2016/7/18 8:46:43
recording eyes & head movement Some movements etc. may be missing/lagging during playback via the timeline - but everything will work well when you make a video.

Sometimes a second start of the playback from the same place on the timeline work better than the first time.


This is due to bottlenecks/buffering issues in the PC and/or the graphics card.
edited by ritsmer on 18/07/2016
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