ziggy72 - all messages by user

2015/12/17 16:17:14
Buzzball Day 3 Yeah, like how it's shot, especially how the camera gets 'dropped' at the end - good one Thumbs Up
2015/12/16 17:54:40
A Star Wars Christmas Short PatMarrNC wrote:
1) create a cape that actually moves like a cape instead of being a rigid attachment?

The Beefy character has a Cape (in the Neck attachments), just like the Sinister and Heroine characters. It's only the potato headed ones that can't do physics

Also, nice job Clayster. Even when we're ill, we can't stop ourselves can we?
edited by ziggy72 on 16/12/2015
2015/12/12 0:57:17
Coming Soon...
Still working away on this thing... This is Janice.
2015/12/10 16:17:59
Failed to load object from file Ritsmer, your problem stems from the simple fact that Muvizu says 'there's a new version available, do you want to download it?' Your answer is yes, when it should be NO. There is no warning (on that little popup screen) to tell you that you are beta testing the new version - v1.6, in this case, which has issues. v1.5 is the last stable working version, and is what I use and will continue to use until the next version is fixed. When a new version is released, download it separately and install it in a different directory than your previous version. If you want to load an old set into the new version, save that set as a NEW copy so you don't corrupt your set file with any glitches the new version may have. This is the only way to safely use Muvizu when it's going through it's development cycle, as we all have discovered.

You can find the download link for v1.5 here : http://www.muvizu.com/forum/topic5260-tech-help.aspx?p=f#post27938

It doesn't support the Keyframe addon, and you have to use mono 16bit audio files to stop it truncating your mp3s, but other than that it works great. Delete all traces of the current version from your machine before you install the older version, and start your sets again.
2015/12/9 18:35:58
Star wars The Emperor What He Said

...and he's a bit shiny - he's just too healthy looking! More dark, always need more dark...
2015/12/9 18:31:19
A Limit to Character Actions? There is no limit on how many actions or movements you can have (only the length of the shot, which is fixed to a max of 20 minutes). If you run out of memory the program would crash rather than prevent you putting new actions in, I would have thought. When you say it won't let you put them in, what do you mean? Are the options greyed out? Do they work, but then not happen on playback?
2015/12/9 18:28:11
online downloads Simple answer - don't use the online download box option from within Muvizu, it doesn't work right. Go to the store (up there, at the top of this page) and download your assets from there instead (majority of them are free). The ID thing is to do with how the object is textured, and you can mostly ignore it or just say no, you don't want to use the ID textures (or yes if it then doesn't work).
2015/12/5 23:07:02
Danimal RIP Danimal, you will be missed. If you haven't seen them already, newer users should check out Garage Band Blues, an excellent little series made by Danimal and Mysto a few years ago.

2015/12/3 16:33:55
Happy characters with closed mouth Use the Expressive slider in the character's properties.
2015/11/30 0:19:51
Grim reaper It's saying there's no room to import because you're doing it too close to the floor - elevate your position up a bit, and try again.
2015/11/29 15:13:36
Mama Moet Komen Good to hear from you again SH! Dark video, like it
2015/11/28 19:28:20
Donald Trump Parody in front of audience Farscaper wrote:
I can't quite remember who had the Ted Bundy type beach scene but if you need advice on crowds and complexity, he's your guy.

That'll be me then Thanks Farscaper (loved that show) - I believe I hold the record for the number of characters in one set. 134, I think it was. The only thing I can really tell you, MovieGuyTed, is that you shouldn't try to put 134 characters into one set. Bloody stupid idea Big Grin

You can see the video here if you like :

The timeline lag got so bad after I'd done half the characters head movements I had to green screen half of them at a time to get it to work. It's the lag that kills you, not really the number of characters. Mind you, this was done in a much older version of Muvizu, so it might not be so bad now.
edited by ziggy72 on 28/11/2015
2015/11/22 21:37:48
object could not load I didn't notice that you could change the way the Timeline can display Time or Frames along the top - must have missed that one on the change log... Stick Out Tongue
2015/11/21 18:09:51
object could not load The timing bar is now counted in frames, not time.
2015/11/20 22:17:42
Key frames update 10th November Thanks Doc, but it's just a quick test to verify that I can now start to use it. More keyframes would make the ball much more believable. I already wish we had a smoothing option to 'ease' out the velocity along the curve, but... that's for the future, obviously
2015/11/20 22:11:11
Does Muvizu only render targa frames as 24fps? Yup, it's 25 fps by default on image sequences (which will give you timing errors if you use any other fps import setting).
2015/11/20 18:07:31
Key frames update 10th November

Further to the rotation question, at each KF I rotated the camera around, and the position was saved along with the KF so no need for the purple rotation cross at all (hooray!).
2015/11/19 20:24:59
Market place urbanlamb wrote:
artpen wrote:

Mmm, fair point, what I mean is top quality, the amount of time that person has spent on the model, most of the time they are high poly, so yes, they will need to be Poly slashed for Muvizu.

Yeah I have not found these two things to be congruous in fact I think you will find that if you really looked into it .. its the opposite. Its actually more difficult to create good looking low poly game engine ready stuff then it is to create high poly stuff, but I think your thinking about "resolution" which is different.

In this case I think that muvizu can handle to a point what are called "mid rez" stuff that is low poly or possibly medium poly objects with medium resolution textures and normal maps. This is defined as 2048x2048 texture and normal map. However I can say that we are limited by polygons a great deal in muvizu due to the engines age and the polygon count actually falls into the low poly range.

I dont think a mid poly character would even work that well in muvizu and by that I mean 55k polygons is too much

However objects should all be below 1k polygons unless its something very larger .. a full house maybe and even then I would be looking at less then 5k polygons.

Most objects we make should probably fall around the 500 polygon range. Maybe a car 2k poly .. maybe I might push it to 5k and if i want to be wasteful 10k but that would be me being lazy that day LOL. I would also probably give it away for free because its polygon heavy which is "bad form" in a game engine so anyhow. I will shut up about polygons the subject makes me cranky Big Grin

(i am very opinionated today it seems sorry ^^)
edited by urbanlamb on 19/11/2015

...however, in my experience, I'd rather take the hit for a high poly model because it looks good on screen (or at least better than the low poly option). It's down to the buyer to decide whether they want to blow their poly budget on just a couple of items, isn't it? As much as I'd like to have a car that only uses less than 1k and doesn't look like crap on screen, I've yet to find one.

So, what I'm saying is that you need to make the seller give this kind of detailed info because some of us are more poly conscious than others The limit for Muvizu is actually 20k in one object, so the ceiling is already fixed, it's just up to the (well informed) buyer if they want to have 10k HD doughnuts or not. Some really interesting points coming out of this thread...
2015/11/19 18:04:35
Market place How about Polygons = Price? A simple object, less than a 1k polygons, could be capped to a max of £1. More complexity would justify the higher price.
2015/11/19 1:54:53
CHILD CHARACTERS Is that why he has the skirt? I always thought it was so he could wear a kilt... Big Grin
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