PatMarrNC - all messages by user

2016/8/8 22:22:53
Chicken test from Sinister gee Ikes.. whether or not Muvizu ever puts it on your avatar or not, it looks like you have the grass roots support of the forum!
2016/8/8 17:14:29
Chicken test from Sinister clayster2012 wrote:
I'm all For This Idea.... everyone......ikes for mogul..mogul...mogul...mogul..ikes ol buddy I think you would be a great asset to the forum and muviu as one of the members in rank!

in fact.... he's already a great asset to the forum! That's probably the best reason why he should be a mogul!

Ikes for mogul..mogul...mogul...mogul..
Ikes for mogul..mogul...mogul...mogul..
Ikes for mogul..mogul...mogul...mogul..
Ikes for mogul..mogul...mogul...mogul..
2016/8/8 17:09:08
Beautyqueen hair littlegene wrote:

Is this link still working for the hair


I just clicked on it, and it downloaded something... so my guess is "yeah"

(Right click on the link, then choose SAVE LINK AS...)
edited by PatMarrNC on 08/08/2016
2016/8/8 15:55:33
Assigna Material for an imported FBX prop. regarding Milkshape's ability to export ASE...

I Downloaded Milkshape a while ago, but never installed it (learning curve paralysis). Also my hard drive was getting full.

Now I added 3 terabytes of hard drive, so I'm reconsidering what to install. Can somebody who uses Milkshape give me an idea about how long it takes to export in ASE format from that software? I like the format because it does surface smoothing and it allows alpha and has the ability to assign multiple textures etc.

But exporting from Sketchup is much slower than blenders FBX export. If Milkshapes built-in export is faster than Sketchup's plugin export, I'll have to give it a try.

Your thoughts?
2016/8/8 15:43:21
Week 1 of Visual Effects for Guerrilla Filmmakers I'm afraid I'll be starting this a week or more late. But the good news is that the curriculum doesn't require everybody to participate at the same time. Works for me.
2016/8/8 15:42:06
Birdies! another great Ikes idea! You inspired me to create my own set of animated eyes (which will be a necessary step in creating some of the custom characters I'm working on)

I hope these birds are going to the store too... I'm sure a lot of people will buy them
2016/8/8 15:29:47
Chicken test from Sinister awesome! Thanks again Ikes! I'm going to buy mine now!

to the forum members and to the staff at Muvizu:
We should seriously be lobbying for Ikes as mogul. He is talented, knowledgeable about the product, innovative and he shares what he learns, so he also helps the user community.
Given the fact that many of the existing moguls appear to have moved on, ordaining him (now that we have Clayster in the ranks) creates a presence on the forum of people who represent the product well and keep forum enthusiasm and excitement high.
2016/8/7 23:14:45
20 Second Film Competition (Summer theme) or, if you put the announcer's clip on the layer ABOVE the other clip, you can resize it and move it to the top left corner for a nice "picture-in-picture" effect
2016/8/7 23:08:18
The most Ridiculous Road Trip Ever! very cool, Clayster... you are the master of multiple techniques! Lots of interesting things going on there!
2016/8/7 22:56:23
20 Second Film Competition (Summer theme) one way to make a split screen effect:

1) put the announcer's video clip above or below whatever clip you want it to display with.

2) Align them on the timeline so they start and finish at the same time.

3) click on each one of the clips and CONTROL > TRANSFORM > POSITION (slide one of the clips to the left, and the other clip to the right)

4) size the wo clips so they fit the space in a pleasing way and you have a nice little split screen!
2016/8/7 22:47:10
Assigna Material for an imported FBX prop. found it in the export FBX dialog (Geometries > smoothing > face )

Thanks guys!
2016/8/7 22:02:29
Assigna Material for an imported FBX prop. ziggy72 wrote:
Blender's FBX exporter works well enough with Muvizu that you can retain the textures - export your model as an OBJ with materials, import into blender, export as FBX (Smoothing set to Faces not Normals) and your model should import into Muvizu with textures intact. Should

Where do you find this Blender setting "Smoothing set to faces?"
2016/8/7 20:59:43
20 Second Film Competition (Summer theme) Ha! "Daerie Air!" You have my sense of humor!

You used a lot of interesting effects here Rocque! I liked the way you start with the rain on the window, then out the announcer as a refraction inside a raindrop. I also liked the keyframing of the plane flying in.
2016/8/7 18:08:48
Birdies! ikes wrote:

Thanks! I modelled and textured the eyes in my 3d modeller. You can then later in muvizu pick and keyframe another texture for the imported fbx mesh under the character proporties.

Cool! Again, the implications are huge! This same technique could be used to make static models talk. A collection of phenome images could be prepared, then applied with keyframes as needed. The same basic phenome images, once created, could be used for a variety of different characters
2016/8/7 17:39:27
Birdies! MrDrWho13 wrote:
PatMarrNC wrote:
ikes wrote:
MrDrWho13 wrote:
Looks good!
Are the eyes Muvizu eyes or animated textures?

Thanks! The eyes are Animated textures. The muvizu eyes can not come out far enough and are to small.

on a backdrop?

Hey wouldn't it be cool to have a round backdrop, specifically for animating eyes

Uh... you can use the sphere shape and put a texture on it.
edited by MrDrWho13 on 07/08/2016

good point! I tend to forget about the usefulness of the primitive objects! Thanks for the follow-up!

that really opens up a lot of possibilities, especially if the texture can still be animated when the object is used as an attachment
edited by PatMarrNC on 07/08/2016

I tried this, but when picking attachments there is no path to the built-in Muvizu primitive shapes. Bummer, because their adaptability and scalability of textures is very good!

But, in process of testing I discovered that any ol' set of sphere saved as FBX can have keyframable texures applied to create moving eyes. In fact, you can even apply AVI video textures to your own model (doesn't have to be a backdrop... I didn't realize that until now)

Upshot is that you can make an AVI of eyes that blink and randomly look around and then use it as the texture for your eyes. Because eyes like that can be sized an put wherever you need them, you aren't as limited position-wise when using small characters inside critter suits.

In fact, now that the transparent AVI feature is fixed, it might be possible to create a quadraped's legs with static rectangular blocks... then apply a series of leg animation AVIs to the blocks as textures.

You could create a series of different leg animations.. walking, running, standing still, scratching fleas etc... then swap them in and out as needed with keyframes.

( Much kudos to whoever does this first. )
edited by PatMarrNC on 09/08/2016
2016/8/7 17:34:58
Birdies! ikes wrote:
MrDrWho13 wrote:
Looks good!
Are the eyes Muvizu eyes or animated textures?

Thanks! The eyes are Animated textures. The muvizu eyes can not come out far enough and are to small.

on a backdrop?

Hey wouldn't it be cool to have a round backdrop, specifically for animating eyes

(Excellent concept and execution, Ikes!)
edited by PatMarrNC on 07/08/2016
2016/8/7 15:29:47
Quadrupeds NEW with only ONE character ! ikes wrote:
Hi, ok not in a row I see, but they still origin from besides the real legs. I think in the current state, it is quite impossible to have one character with four legs. There is a way I found with really 4 legs, but it requires altering some files and due to the licence it's not allowed. I asked support to share this here, but they asked me not to. Too bad. They are maybe considering a fully attachable character...but not shure about 4 legged.

I hope this does mean they are working on something that will help us to create animals! (or, better yet...on providing a set of professionally designed animals!

If it provides an incentive to do so, I'll go ahead and say up front that I'd pay whatever they asked in order to buy a true quadrapeds character pack! ESPECIALLY if it allowed attachments so we could make our own custom quadraped characters

Heck, it doesn't even have to be a SET.... if there are attachment points that allow mods, I'd pay whatever they ask for ONE truly modifiable critter!

If they don't do something fast, though... a lot of us are going to get in the habit of using other software to fill that void... and after we share the knowledge of how we did it, the potential selling price of a quadraped pack won't be as high. Just sayin'.

edited by PatMarrNC on 07/08/2016
2016/8/7 15:23:19
Quadrupeds NEW with only ONE character ! An easy workaround, (considering the fact that most Muvizu stories are told through a collection of separate scenes) would be to use several different models of the same character:

One like Eugene's, used only in scenes where the character needs to walk...
One with a static body but animatable head for when the character needs to talk, look around or stand still
etc etc
2016/8/7 2:44:00
Quadrupeds NEW with only ONE character ! very clever idea, Eugene! Indeed, I'll be experimenting with this.

One advantage of doing it all with one character is that you wouldn't have to use the "walking in place while the background moves" trick.... the character could walk as usual.
edited by PatMarrNC on 07/08/2016
2016/8/6 14:06:45
help - biting off more than computer can chew.. MrDrWho13 wrote:
I don't think adding more ram will help much. :/
You might want to try rendering in 2 second chunks, or turning down the shadow sharpness.

as an addendum to this observation:
Last night I added a bunch of ram to my system, and afterward I noticed that half of it is accessible by my graphics card. So although its true that adding ram isn't going to provide the same performance boost as a new graphics card, it does seem to give the current graphics card more ram to work with. I haven't given it a workout yet, except to load a few sets that used to take forever to load. (Seems faster to me now. )
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