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<title>Forum - Feedback - Muvizu Play 1.2 Feedback (also Play+) - Messages</title>
<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<description>Forum - Feedback - Muvizu Play 1.2 Feedback (also Play+) - Messages</description>
<language>en-us</language>
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<pubDate>Sun, 30 Mar 2014 13:29:41 GMT</pubDate>
<lastBuildDate>Sun, 30 Mar 2014 13:29:41 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Another new one.  I'd just changed my windows sound settings (assigning new audio files to Windows events via Personalisation options) back to the way I had it (been using one of the Win7 defaults up till now) and, after a restart, ran Muvizu, loaded my set off the recently used list, and got this : <br/> <a href="http://s175.photobucket.com/user/ZiggyStardust72/media/Muvizu%20Only/LoadafterSoundChangeWin7_zps56ea8d21.jpg.html" target="_blank" rel="nofollow"><a href="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/LoadafterSoundChangeWin7_zps56ea8d21.jpg" target="_blank"><img src="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/LoadafterSoundChangeWin7_zps56ea8d21.jpg" border="0"></a></a> <br/> The set continued to load (it all looked fine) and then Muvizu crashed out.  Loaded Muvizu again (no restart), same set again, loaded fine.  Weird.  I mention the audio change because of the last two lines, although I don't see how it can be linked...]]></description>
<pubDate>Sun, 30 Mar 2014 13:29:41 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[New one for me - on loading up a set that had no issues before, got an error box which says : <br/>  <br/>  <br/> SECURE CRT:Invalid parameter detected. <br/> Expression:Unknown Function:Unknown. File:Unknown Line:0 <br/>  <br/>  <br/> Okayed it, Windows reported the crash, reran Muvizu, set loaded fine.]]></description>
<pubDate>Mon, 10 Mar 2014 14:51:17 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from fazz68</title>
<description><![CDATA[your female robot's hair attachment slot does not work. <br/> <a href="http://i.imgur.com/mleWoiX.jpg" target="_blank"><img src="http://i.imgur.com/mleWoiX.jpg" border="0"></a> <br/> just thought you'd like to know<img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 27 Feb 2014 19:00:58 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from gimmick</title>
<description><![CDATA[<div class='quote'>Put in a support ticket this is a mystery problem for them which sometimes gets fixed and sometimes not they sent me a link to a download that worked. (for me) </div> <br/> Hello Urbanlamb, Thank you for the tip : this 2013.12.19.01R_x64 download was the solution ! <br/>  <br/>  But I have another bug with Play+ : white streaks when a window is moved. This graphical bug appears only with Play+. Not with Muvizu 0.23. Not with my other softwares. <a href="http://traintrain.free.fr/white_bug.jpg" target="_blank"><img src="http://traintrain.free.fr/white_bug.jpg" border="0"></a>]]></description>
<pubDate>Tue, 21 Jan 2014 13:55:38 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Never mind her hair, it's her face that's disturbing! </div> <br/>  <br/>  <br/> haha that is what i was thinking last night when i saw the post but i decided to not bring the thread off topic and kept quiet <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Sun, 19 Jan 2014 18:30:19 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Never mind her hair, it's her face that's disturbing!]]></description>
<pubDate>Sun, 19 Jan 2014 17:43:39 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from fazz68</title>
<description><![CDATA[dont know if you aware of this but your rosie characters hair adjustments seem to be all out of order <br/>  <a href="http://i.imgur.com/EylMyhL.jpg" target="_blank"><img src="http://i.imgur.com/EylMyhL.jpg" border="0"></a> <br/> the sideways scaling does this <br/> <a href="http://i.imgur.com/EKDkzkW.jpg" target="_blank"><img src="http://i.imgur.com/EKDkzkW.jpg" border="0"></a> <br/> moves the hair up into nowhere and theres no height scaling.  <br/> <a href="http://i.imgur.com/nL0TEr5.jpg" target="_blank"><img src="http://i.imgur.com/nL0TEr5.jpg" border="0"></a> <br/> and the left/right/up/down adjustment seems mucked up <br/> <a href="http://i.imgur.com/f4yNbjh.jpg" target="_blank"><img src="http://i.imgur.com/f4yNbjh.jpg" border="0"></a> <br/> just thought you'd like to know <img src="images/smilies/smile.gif" border=0 /> <br/> edited by fazz68 on 19/01/2014 <br/>  <br/> now i woke up today and thought to myself "hang about.... you was messing about with rosie's hair the other day when playing about with the wolverine hair attachment and it was working fine" <br/> and it seems the add hair attachment does work fine as does some of rosie's muvizu hair but not all of them <br/> <a href="http://i.imgur.com/jtLsfwY.jpg" target="_blank"><img src="http://i.imgur.com/jtLsfwY.jpg" border="0"></a> <br/> so some work ok and some dont......  <br/> <a href="http://i.imgur.com/SuF3SHA.jpg" target="_blank"><img src="http://i.imgur.com/SuF3SHA.jpg" border="0"></a> <br/> all rosies with scaling turned up to the max and i think you will agree thats................... <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/Q8fZeaUHsjw?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/> edited by fazz68 on 19/01/2014 <br/> nothing like a bit of ACDC blasting out on a sunday morning to upset the neighbours <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/> <em>edited by fazz68 on 19/01/2014</em>]]></description>
<pubDate>Sun, 19 Jan 2014 03:07:18 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[Put in a support ticket this is a mystery problem for them which sometimes gets fixed and sometimes not they sent me a link to a download that worked.   (for me)  <br/>  <br/> <a href="http://muvizu.com/Support" target="_blank" rel="nofollow">http://muvizu.com/Support</a>]]></description>
<pubDate>Fri, 17 Jan 2014 18:17:10 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from gimmick</title>
<description><![CDATA[Hello, <br/>  <br/> Since I bought the licence Play+ with the licence manager, all the codecs have disapeared in the Options Menu of MuvizuPlay.   <br/>  <br/> Re-install Muvizu play & reinstall K-lite Codec Pack doesn't change nothing: <br/> - The codecs are present after install of Muvizu Play+ <br/> - The codecs disappear when I enter the licence code. <br/>  <br/> NB: The codecs are still functional in my Muvizu v0.23 <br/>  <br/> any ideas? <img src="images/smilies/coffee26at.gif" border="0" alt="Drink" />]]></description>
<pubDate>Fri, 17 Jan 2014 17:51:19 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[welp the set is unloadable today after i put in a few more details it ran fine last night sending the set in but i was getting mulitiple errors today <br/> the software is not handling the new texture mappings very well i am afraid if you want to do a small project a few walls and a couple lights and a dude or two its fine unfortunately if you want to build a real environment and the set is not that large its not any larger then previous sets built.  its just pooping out take your pick of errors can't find shader file, can't find an element  <br/>  <br/> soo i will send the set in.. it was a nice set too i was about to put the christmas lights on today.. and fix the buildings in the background (was having issues deciding on colour) so this is how far i got today i load the thing it wont run it ..so zips up set and sends to muvizu hq and is very sad <img src="images/smilies/upset.gif" border=0 /> <br/>  <br/> for referance my frame rate was 60 so i had plenty of pc power i checked before i shut it down at 1 a.m. yesterday  <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/picture1_zpsc7ee8a2b.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/picture1_zpsc7ee8a2b.png" border="0"></a> <br/> <em>edited by urbanlamb on 08/12/2013</em>]]></description>
<pubDate>Sun, 08 Dec 2013 22:33:27 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[Hmmm, I seem to be having a similar possibly related problem with a texture that seems to just vanish. However more disturbingly I have a problem with not just a crash but my whole machine failing should I run Muvizu play+ alongside any other program but especially 3ds Max. My machine just cuts out with a warning that it has exceeded 90 degrees temp. Only happens when Muvizu is running. I can run 3ds Max, Mudbox Gimp and Maya at the same time with no loss in performance but if I try to run Muvizu in conjunction with any other software even the calculator my machine justs cuts out.]]></description>
<pubDate>Sun, 08 Dec 2013 05:07:55 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[and dunno what this is.. just started last couple of times i loaded the set .. is it related to textures or something dunno? i used buildings in my set and retextured them and stuff to change the look (fbx format) <br/>  <br/> dunno what else i had taken some stuff from the muvizu inventory (regular muvizu assets) and used them ..  <br/> now i have this error.. <br/> dont see anything in the set not "displaying properly" ..  <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/name_zps6f734785.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/name_zps6f734785.png" border="0"></a> <br/>  <br/>  <br/> oh i take that back i found it..its not in my favourites or anything it seems to just have lost that particular texture.. <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/texturemissing_zpsb156f254.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/texturemissing_zpsb156f254.png" border="0"></a> <br/> <em>edited by urbanlamb on 07/12/2013</em>]]></description>
<pubDate>Sat, 07 Dec 2013 23:46:08 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I dunno what this is but its a crash to desktop i was actually tabbed out of the program and working in blender and photoshop and tabbed back into muvizu and it crashed .. dunno if it crashed while i was out in blender or because i was tabbing back into muvizu <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/CRASH_zps41c28ab5.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/CRASH_zps41c28ab5.png" border="0"></a>]]></description>
<pubDate>Sat, 07 Dec 2013 23:35:59 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[me again lol <br/>  <br/> yes so i finally figured out what is up with collission inside muvizu (not a huge deal but makes it a bit hard to build things) collission appears to actually be calculated not just on the collission cube added but according to the center of mass of the object.  <br/>  <br/> I have to pull the walls down again I just posted to the asset gallery because they are bouncing around like jello because of where I placed the origin for the wall.  Normally when I build such things I place the origin at a logical place so that they aren't all topsy turvey when you use them unfortunately I can't do that at present as I must place the origin at the center of mass of each wall then when they spawn they fall to the ground and no longer jiggle uncontrollably but.. its rather hard to build because they dont fall the way you would expect a wall would fall so you can stack em and whatnot. <br/>  <br/> anyhow can we not please determine the origin of our object instead of being forced to use the center of mass for it? If i say play the origin at the base of an object like say well a lamp or something instead of the center of mass the colission cube is moving up to that spot to that is why sometimes the collission is up in the air. If however i place the origin at the collission cube its all perfect but that is a bit wierd if you want to place collission and a certain place and still have the object move around a central pivot point basically we cant do that.     <br/>  <br/> thanks <br/> *tries not to find anything else that should possibly be tweaked* <br/> *goes back to building my christmas scenes from hell* <br/> <em>edited by urbanlamb on 06/12/2013</em>]]></description>
<pubDate>Fri, 06 Dec 2013 20:22:19 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[error errm do you want this set? its rather large .. 138 mb..it happens everytime though  <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/error_zps3bf9cc9c.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/error_zps3bf9cc9c.png" border="0"></a>]]></description>
<pubDate>Fri, 06 Dec 2013 19:01:35 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[okay i am back  haha (muvizu's worste nightmare ^^) <br/>  <br/> this is about memory usage i am finally getting around to building a set not for my sort of kinda not so blockbuster series but for an idea that I think i can churn out in a week or two if i slave away at it every night.. <br/>  <br/> anyhow <br/>  <br/> so yes this is another dreaded comparison from the insane monster set builder from hell ..   when I build sets using high detail fbx stuff i can build sets that are cough close to 4 gig (yes i kid you not i build 4 gig sets no joke and i use them too and they actually run haha.. so anyhow...) <br/>  <br/> i am about done placing my buildings and about to set upon the task of filling in the details and according to this info there is no way i can complete this set which will be like a lightweight into comparison to my 4 gig sets.    So.. yes i am doing it again bringing muvizu to its knees for the sake of overkill but hey its fun and if you have the right pc it works just fine, but it appears that muvizu is throttling my ram in such a way that its not going to let me finish the set.. them 'other softwares' have no limits on how much of your pc's resources you can use so this allows for you to well build as big as you can or until your pc melts into goo whichever comes first  <br/>  <br/> so .. what i am trying to say is .. can you let me use my pc's ram i am assuming this is not graphic card ram its system ram.. either way this set is a duplicate set of assets used recently and its like not going to be nearly as large as the set it came from .. so uh.. goes back to building lol  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/memory_zpsb7ab5f16.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/memory_zpsb7ab5f16.png" border="0"></a> <br/>  <br/>  <br/> also the lag that occurs when i open my windows with textures is like i can go have coffee and return.    I um yes so .. well anyhow back to my sets.. <br/> <em>edited by urbanlamb on 06/12/2013</em>]]></description>
<pubDate>Fri, 06 Dec 2013 06:42:22 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'> <br/>  i seem to remember your pc couldn't handle the 2 million blinking flashing lights soo i wil post them as a 3d asset tonight i think i have the original ASE file still just was playing with the opacity mask since the contest jump started my video creativity block ... <br/>  <br/> <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> Excellent <img src="images/smilies/smile.gif" border=0 /> cheers mate, you are correct my pc didnt like that set and cried like a baby <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> and a year on (where did that year go?) it would cry even more <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Thu, 05 Dec 2013 21:51:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[lol yes please can we have a shovel  <br/>  <br/> and fazz they are in the christmas set I made last year but as i type this i seem to remember your pc couldn't handle the 2 million blinking flashing lights soo i wil post them as a 3d asset tonight i think i have the original ASE file still just was playing with the opacity mask since the contest jump started my video creativity block ... <br/>  <br/> <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 05 Dec 2013 21:36:27 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[MMmmmmm trees..... i like trees and those christmassy tree look awesome <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 05 Dec 2013 21:02:07 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from Dylly</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>can we get a tree planting tool? <img src="images/smilies/smile.gif" border=0 /> " <br/>  </div> <br/>  <br/>  <br/> Them's what we call shovels round ere <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 05 Dec 2013 20:51:37 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[hi i dont know if this is a bug or not...  <br/>  <br/> but the fbx format in muvizu does not pick up alpha channels or opacity masks and to my knowledge it probably should i dont recall unreal engine not having trees <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />   Anyhow there should be an opacity mask showing in that list of textures and its not there but if you look at the diffuse texture you can see its transparent in the right areas so the mask should work.  Anyhow I haven't loaded it into a udk editor yet but its like well it should work :P   <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/nomask_zpsc7be53ff.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/nomask_zpsc7be53ff.png" border="0"></a> <br/>  <br/>  <br/> errm her is the mask etc set up etc blah blah blah and you can see its like working in this dreaded software that shall not be named i run it through the udk exporter and the mask does not import into muvizu but shouldn't it? lol <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/maskworking_zpsb089bccf.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/maskworking_zpsb089bccf.png" border="0"></a> <br/> goes to load up udk editor to answer my own question.. <br/> okay so i dont think this is a bug i just checked anyhow maybe when staff comes by they can confirm <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> sticks to ase trees <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/> *cough* while i am here i will then add "well since the udk environment has its own built in vegetation maker and since opacity mask doesnt work can we get a tree planting tool? <img src="images/smilies/smile.gif" border=0 /> " <br/> <em>edited by urbanlamb on 05/12/2013</em>]]></description>
<pubDate>Thu, 05 Dec 2013 19:36:43 GMT</pubDate>
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<title>Message from gimmick</title>
<description><![CDATA[ok, thanks for the answer <br/> I was dreaming of incredible new textures for the users ! <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Wed, 04 Dec 2013 23:37:08 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>fazz68</b> wrote:<br/><div class='quote'><b>gimmick</b> wrote:<br/><div class='quote'>I can see two new textures, fur and bright gold, in the Muvizu 'Christmas Crackers' page <br/> Is it a new feature of Muvizu Play 1.2 or Play 1.2+ ? <br/>  <br/> <a href="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" target="_blank"><img src="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" border="0"></a> </div> <br/> i think they are the prize's of a cuddly blob character. </div> <br/>  <br/>  <br/> yeah this be a photoshop lol I like the cuddly blobs <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 04 Dec 2013 16:15:07 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[yeah, they're just images on a backdrop.]]></description>
<pubDate>Wed, 04 Dec 2013 16:02:44 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<b>gimmick</b> wrote:<br/><div class='quote'>I can see two new textures, fur and bright gold, in the Muvizu 'Christmas Crackers' page <br/> Is it a new feature of Muvizu Play 1.2 or Play 1.2+ ? <br/>  <br/> <a href="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" target="_blank"><img src="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" border="0"></a> </div> <br/> i think they are the prize's of a cuddly blob character.]]></description>
<pubDate>Wed, 04 Dec 2013 11:56:15 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from gimmick</title>
<description><![CDATA[I can see two new textures, fur and bright gold, in the Muvizu 'Christmas Crackers' page <br/> Is it a new feature of Muvizu Play 1.2 or Play 1.2+ ? <br/>  <br/> <a href="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" target="_blank"><img src="http://www.muvizu.com/Images/xmas-comp/KingsInset2.jpg" border="0"></a>]]></description>
<pubDate>Wed, 04 Dec 2013 09:39:51 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Would importing a small object with 100% transparency not be the answer? </div> <br/> Yes, but it would be nice to have a feature without having to make a workaround.]]></description>
<pubDate>Sat, 02 Nov 2013 09:30:36 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Would importing a small object with 100% transparency not be the answer?]]></description>
<pubDate>Sat, 02 Nov 2013 09:07:58 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Just playing with holding things again. Can we have it so that we can select the hand shapes without having to hold anything. <br/>  <br/> Example - With the "Object" action, I want to change the hand shapes but only want to attach one thing - say to the left hand. I can't change the right hand's grip without importing something. <br/>  <br/> There's no reason we can't have those hand shapes without having to hold anything.]]></description>
<pubDate>Sat, 02 Nov 2013 08:49:00 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Where's the link then? </div> <br/>  <br/> <b>Dylly</b> wrote:<br/><div class='quote'><span style="color:rgb(34, 34, 34)">I fell for that one too Dreeko </span><a href="http://www.muvizu.com/forum/images/smilies/eek7.gif" target="_blank"><img src="http://www.muvizu.com/forum/images/smilies/eek7.gif" border="0"></a><span style="color:rgb(34, 34, 34)"> ...fire up Muvizu and it will update automatically! </div></span> <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>Doh!  <br/> But of course!..I'm not used to doing it that way! </div> <br/>  <br/>  <br/> Haha, yes it will auto-update or you can download the lastest version on the <a href="http://www.muvizu.com/Get-Muvizu" target="_blank" rel="nofollow">http://www.muvizu.com/Get-Muvizu</a> page. That wasn't meant to be a test either - I just assumed... but you know what that does.]]></description>
<pubDate>Thu, 31 Oct 2013 10:10:25 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I am still making models for my next muvizu blockbuster if i keep going like this the bugs will be gone by the time i need to use it <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />. <br/>  <br/> although tthere were a couple of things I wanted to um "feedback" on i wont do it until i am at the animation stage of this next monstrosity i am attempting which it will be probably not so good cause of what type of action scenes are involved  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 30 Oct 2013 22:03:15 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Doh!  <br/> But of course!..I'm not used to doing it that way!]]></description>
<pubDate>Wed, 30 Oct 2013 21:23:49 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[I fell for that one too Dreeko <img src="images/smilies/eek7.gif" border="0" alt="Whaaaaa?" /> ...fire up Muvizu and it will update automatically!]]></description>
<pubDate>Wed, 30 Oct 2013 18:38:04 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'>Hi guys, <br/>  <br/> We've released a small update patch today which fixes the following issues: <br/>  <br/> * Undo / redo improvements <br/> * Timeline events for animated properties (visible and character textures/decals) <br/> * Tweaks to the Xbox controller inputs <br/> * Video output stability tweaks <br/> * Texture/Material saving on attachments improved. You will need to re-import attachments if you've had Data missing errors with importing attachments. <br/>  <br/> As ever, feedback  and comments welcomed <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> Where's the link then?]]></description>
<pubDate>Wed, 30 Oct 2013 18:22:53 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[Hi guys, <br/>  <br/> We've released a small update patch today which fixes the following issues: <br/>  <br/> * Undo / redo improvements <br/> * Timeline events for animated properties (visible and character textures/decals) <br/> * Tweaks to the Xbox controller inputs <br/> * Video output stability tweaks <br/> * Texture/Material saving on attachments improved. You will need to re-import attachments if you've had Data missing errors with importing attachments. <br/>  <br/> As ever, feedback  and comments welcomed <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 30 Oct 2013 16:29:18 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Dylly</b> wrote:<br/><div class='quote'>After some late nights and a lot of experiments, remodelling & re-texturing I've finally got to grips with the power of the FBX...and I'm loving it! <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power_zps9f0c5418.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power_zps9f0c5418.png" border="0"></a> <br/> Complete with diffuse/normal/glow maps & transparent objects! <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power2_zps95d0d715.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power2_zps95d0d715.png" border="0"></a> </div> <br/> thats very pretty dylly <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 29 Oct 2013 06:56:35 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[After some late nights and a lot of experiments, remodelling & re-texturing I've finally got to grips with the power of the FBX...and I'm loving it! <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power_zps9f0c5418.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power_zps9f0c5418.png" border="0"></a> <br/> Complete with diffuse/normal/glow maps & transparent objects! <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power2_zps95d0d715.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/FBX-power2_zps95d0d715.png" border="0"></a>]]></description>
<pubDate>Sun, 27 Oct 2013 09:54:49 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[An out of breath animation would be lovely <img src="images/smilies/smile.gif" border=0 /> i have a fat dude running through a forest like a marathon runner and he must be the fittest fat dude in the world coz it didnt even puff him out <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Fri, 25 Oct 2013 12:42:26 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'> <br/>  <br/> I'd like to second all of that.  Also like to echo ukBerty's earlier post about not having the imported objects being single sided by default - needs to be double sided, or at least give us the same import options as per normal imports so we can change it.  The more I'm using attached props the more this becomes a problem, it seems, as the objects get more complex. </div> <br/>  <br/>  <br/> Yes please dont make double sided a default though this will cause other problems.  I never use double sided unless there is an opacity mask involved for something like trees  and I build my models to avoid this need  <br/>  <br/> Is there no way you can flip your faces? (this sounds a bit naughty now that I type it like that) <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 24/10/2013</em>]]></description>
<pubDate>Thu, 24 Oct 2013 23:04:32 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[Wooohoooo! I've sussed the collision! It works...It works! When I've researched the technical terms I will post how I managed it!]]></description>
<pubDate>Thu, 24 Oct 2013 20:59:31 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>I have tried to use the holding of objects again this morning and found it very frustrating. It has highlighted a change that we have been requesting and I think it's time has now come, otherwise the holding of objects will be forever limited. <br/>  <br/> <b>When you edit something the characters must stay in position.</b> <br/> <b> <br/> </b> <br/> Instances :- <br/>  <br/> <ul><li>You have a close up of a character doing something - my example was Angry &gt; Me. You have a spotlight on them. You edit the spotlight and the character will spring back into the "standing gormless" pose and out of the light. It is now just guesswork to set the light, hit timeline so the character goes back into position (this closes the edit window for no apparent reason). You do this over and over again until you get it right.</li><li>Holding things is a nightmare. At the moment we have the "object" pose which is useful for holding things (obviously we are asking for more actions). So you set you character to the "object" pose, but trying to orientate the object they are holding is impossible as every time you edit the character they go back to "standing gormless" and the object is in a completely different place. </li></ul> <br/> This probably ties in with the whole - "Why does the timeline close every time I edit something ?" question.  <br/>  <br/>  <br/> So here's the changes:- <br/>  <br/> 1. Only close dialog boxes when I close them (mainly applies to edit and timeline) <br/> 2. Characters remain in position always. I mean always. If you edit them I don't want them to do their "Oh look I've got ears" act. This was cute to begin with but I think we've moved on. I want them to be doing what I've told them to do. <br/>  <br/>  <br/> I'm afraid there needs to be some work on this if the "holding objects" is going to realise it's potential. <br/> edited by ukBerty on 23/10/2013 </div> <br/>  <br/> I'd like to second all of that.  Also like to echo ukBerty's earlier post about not having the imported objects being single sided by default - needs to be double sided, or at least give us the same import options as per normal imports so we can change it.  The more I'm using attached props the more this becomes a problem, it seems, as the objects get more complex.]]></description>
<pubDate>Thu, 24 Oct 2013 20:53:01 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[yeah dont bang your head on a wall with this one if your curious and want to keep working on something you can use the udk editor to place the collision going back and forth between it and your model but your still going to have issues with pathing etc.   If you can work with zero collision for the moment possibly raise all your collision above the level of whatever it is your working with so put it above the model way up high then it should work and you will need to use internal floor planes and cubes etc etc.    However when they fix the bug all the work will be useless so depends on how much you want to do something "right now" i guess <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/> The lamp is perty though <img src="images/smilies/smile.gif" border=0 /> well its an incredible floating lamp too <img src="images/smilies/smile.gif" border=0 />  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/Muvizu100000010000025copy_zps9d366eda.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/Muvizu100000010000025copy_zps9d366eda.png" border="0"></a> <br/> <em>edited by urbanlamb on 24/10/2013</em>]]></description>
<pubDate>Wed, 23 Oct 2013 23:04:20 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[I've been having the same results. At one point though I had thought I had cracked it...I do having a model with working collision, but I cannot repeat the trick. Not only is the collision being pushed downwards it's also warping within Muvizu for some reason, and I'm just using a simple rectangle for collision. So I'm totally stuck and out of ideas now. But anyway here's a pic of some working collision in FBX <br/>  <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/workingcollision_zps8276f66c.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/workingcollision_zps8276f66c.png" border="0"></a>]]></description>
<pubDate>Wed, 23 Oct 2013 22:51:55 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[okay just posting this i have to email this in the file however there is a definate collision bug I just wanted to make sure before i said anything  <br/>  <br/> anyhow here is collision in the UDK environment (the green box) <br/> <a href="http://img.photobucket.com/albums/v692/ummax/collisionUDKeditor_zps1324916a.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/collisionUDKeditor_zps1324916a.png" border="0"></a> <br/>  <br/> and here is the same collision in Muvizu the box is displaced downwards -  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/collisiondMUVIZU_zpsf1b6393a.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/collisiondMUVIZU_zpsf1b6393a.png" border="0"></a> <br/>  <br/> So dont bang your head on a wall lol anyhow gonna go email this in as well I just thought I would post here so people dont <br/> waste their time on something <br/>  <br/> oh ignore the orientation in fact my import axis are correct its just my loss of brain cells that i can't figure out which end is up <img src="images/smilies/smile.gif" border=0 /> <br/> but if you want to work with the bug in place just move everything up a bit and it should work <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 23/10/2013</em>]]></description>
<pubDate>Wed, 23 Oct 2013 21:49:00 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Yes, this is a much needed change! <br/>  <br/> DOWN WITH THE GORMLESS POSE!]]></description>
<pubDate>Wed, 23 Oct 2013 17:04:17 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I have tried to use the holding of objects again this morning and found it very frustrating. It has highlighted a change that we have been requesting and I think it's time has now come, otherwise the holding of objects will be forever limited. <br/>  <br/> <b>When you edit something the characters must stay in position.</b> <br/> <b> <br/> </b> <br/> Instances :- <br/>  <br/> <ul><li>You have a close up of a character doing something - my example was Angry &gt; Me. You have a spotlight on them. You edit the spotlight and the character will spring back into the "standing gormless" pose and out of the light. It is now just guesswork to set the light, hit timeline so the character goes back into position (this closes the edit window for no apparent reason). You do this over and over again until you get it right.</li><li>Holding things is a nightmare. At the moment we have the "object" pose which is useful for holding things (obviously we are asking for more actions). So you set you character to the "object" pose, but trying to orientate the object they are holding is impossible as every time you edit the character they go back to "standing gormless" and the object is in a completely different place. </li></ul> <br/> This probably ties in with the whole - "Why does the timeline close every time I edit something ?" question.  <br/>  <br/>  <br/> So here's the changes:- <br/>  <br/> 1. Only close dialog boxes when I close them (mainly applies to edit and timeline) <br/> 2. Characters remain in position always. I mean always. If you edit them I don't want them to do their "Oh look I've got ears" act. This was cute to begin with but I think we've moved on. I want them to be doing what I've told them to do. <br/>  <br/>  <br/> I'm afraid there needs to be some work on this if the "holding objects" is going to realise it's potential. <br/> <em>edited by ukBerty on 23/10/2013</em>]]></description>
<pubDate>Wed, 23 Oct 2013 08:47:32 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Dylly</b> wrote:<br/><div class='quote'>I broke Muvizu Play+ <br/>  <br/>  <br/>  <br/> The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it. <br/>  </div> <br/>  <br/> well its half way there I will start sending in some of my stuff soonish for them to peruse.   There is a collision issue I think I just have to try a couple more experiments before I have satisfied my little pea brain that its not my fault <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> oh there is something that you might not have tried.  If there is a material on your collision box I tried deleting that the other day (a bit odd I thought but what the heck I tried) and then the collision was recognized.    This is wierd to me because the last time I checked the rules were that you had to have a material on the collision box :/ <br/> <em>edited by urbanlamb on 23/10/2013</em>]]></description>
<pubDate>Wed, 23 Oct 2013 00:12:39 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[I broke Muvizu Play+ <br/>  <br/> After a couple of days of getting to grips with the new features I've run into a couple of problems. <br/>  <br/> The first problem is collision on FBX imports. There is collision there...of sorts but it is just not working correctly. Characters will sink through the collision yet other props will not get anywhere near the collision mesh. <br/>  <br/> There is also a problem with the character movement with the Rosie character. When you initiate the 'walk to' action by double clicking on a location, the character will not stop walking. The character will continue to walk until you press the stop recording button several times. <br/>  <br/> The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it. <br/>  <br/> One last little niggle, now that the scale has been reduced in Play+ the effects are over scaled. For example I have a nice glowing fire in a fireplace made to scale for the characters however the small flame effect is just too large to be used to finish off the scene to perfection. <br/>  <br/> Edited to add that I have sent set and model file to bugs address. <br/>  <br/> <a href="http://i1177.photobucket.com/albums/x349/dylly1/Room_Set_zps72f5f83d.png" target="_blank"><img src="http://i1177.photobucket.com/albums/x349/dylly1/Room_Set_zps72f5f83d.png" border="0"></a> <br/> <em>edited by Dylly on 23/10/2013</em>]]></description>
<pubDate>Wed, 23 Oct 2013 00:02:25 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Keep getting this crash : <br/>   <br/> <a href="http://s175.photobucket.com/user/ZiggyStardust72/media/Muvizu%20Only/Untitled-2_zpsa8ec74c8.jpg.html" target="_blank" rel="nofollow"><a href="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-2_zpsa8ec74c8.jpg" target="_blank"><img src="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-2_zpsa8ec74c8.jpg" border="0"></a></a> <br/>  <br/> Seems to only happen when in the Timeline, but randomly.  Updated my sound drivers just to be sure it wasn't that, but no difference.]]></description>
<pubDate>Thu, 17 Oct 2013 03:54:49 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Gimmick <br/> As far as I know there are no new animations in the release - a handful of new handheld objects have been added like pen, axe, jar etc <br/> <em>edited by toonarama on 14/10/2013</em>]]></description>
<pubDate>Mon, 14 Oct 2013 20:55:27 GMT</pubDate>
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<title>Message from gimmick</title>
<description><![CDATA[Gun test video (Muvizu 2.0 test version)  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/3WMpOgjj4cY?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  </div> <br/>  Thank you MrDrWho13 for this video example.  Does Play+ include additional characters actions in order to complete the hand attachment?]]></description>
<pubDate>Mon, 14 Oct 2013 20:39:33 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[erm more words for me i am unsure in one case if i am looking at a bug or its just the way muvizu is going to work with fbx now i got this result regardless of how i imported the house into muvizu so its not a blender bug (not a big deal really) so here is this infos <br/>  <br/> so after making sure i wasn't messing something up no matter what axis i had facing up and forward once i added my own collision it imported sideways  <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/sidewayshouse_zpsbba2ff7f.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/sidewayshouse_zpsbba2ff7f.png" border="0"></a> <br/>  <br/> but if you put in enough collision of course to have it decide which way to sit on the ground it will bounce around and land on the collision you have built in.   If i use just a tiny cube as with the ASE settings it will end up sideways and I will have to mess around with it but i can get it to lay on the ground the right way by building in enough collision into the base to get it to fall that way.   This peculiar but possibly intended? lol <br/>  <br/> <a href="http://img.photobucket.com/albums/v692/ummax/uprighthouse_zpsb0e609e4.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/uprighthouse_zpsb0e609e4.png" border="0"></a> <br/>  <br/> and for use in blender unless i am missing clicking something I can't get the normal maps to import but I am assuming this is just a blender issue so i see no way around using some form of udk editor to finish the job.   These are the settings i am getting by using blender only so its not bad the added spec maps etc dont seem to want to import correctly using blender unfortunately those will need to be added via another piece of software.  					<a href="http://img.photobucket.com/albums/v692/ummax/settings_zps294682b2.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/settings_zps294682b2.png" border="0"></a> <br/>  <br/> anyhow done fiddling i dont know if i can show anyone how to do this proficiently I will add to the wiki what settings to use unfortunately I can anticipate a lot of people getting upset because its not straight forward and so they will indeed need to learn how to model and understand materials and blender. I dont think this can be done mechanically without people getting lost in the process.]]></description>
<pubDate>Mon, 14 Oct 2013 18:44:13 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'><b>urbanlamb</b> wrote:<br/><div class='quote'>hi just noticed that the scrollbar on the materials/textures list on imported object appears to be missing there is a main scrollbar but I dont seem to be able to find the scrollbar anymore to scroll through the textures etc.  in play + just noticed as i went to try to access something <img src="images/smilies/smile.gif" border=0 /> </div> <br/> Strange, it works for me. </div> <br/>  <br/>  <br/> yup got it working its not guestimate my screen area properly basicaly  <br/>  <br/> okay i have finished playing with the fbx import into muvizuzu using a "from scratch house model" and its not bad really but its also not straight forward (unlike the ASE) in order to get all the materials to work you need to run it through a udk editor and I am finding the axis are not working correctly but possibly i am tired i just started farting with this starting at midnight anyhow ...  <br/>  <br/> using "free stuff" here is the method someone else wrote it down so i am too lazy to rewrite it now I can't see any other way of getting the fbx to work unless you use a tool that well costs money so these instructions work <a href="http://krisredbeard.wordpress.com/tutorials/tutorial-blender-to-udk-player-model/" target="_blank" rel="nofollow">http://krisredbeard.wordpress.com/tutorials/tutorial-blender-to-udk-player-model/</a> for those one a 0 dollar budget right now hehe.  <br/>  <br/> what you need to do is build the model and place the collision box inside using blender and export in fbx as normally this is how you get the collision into the model then you edit the material layers in the udk editor and the udk editor will format it properly.   the udk editor is free and available from unreal engine i use a commercial thingy or iclone 3d exchange now that they built in the unreal paramaters into that I see no point in keeping anything else up to date... anyhow um the udk editor works fine  <br/>  <br/> so that is how its done the only thing is that when I add collision (not sure why i must have screwed something up but did this quickly) the thing formats in muvizu no matter what axis I choose for facing upwards as y axis up so my house its like sideway if i click the box to keep it upright hehe .. i dont know if this is a bug or not right now lol and since the file was just a quick test cause i am a very curious person I dont want to send it to muvizuzu yet. <br/>  <br/> anyhow i hope that helps I wont be able to do anything fancy in a video tutorial for another few days.. too much work <img src="images/smilies/upset.gif" border=0 /> <br/>  <br/> I know fazz is trying to figure out blender so i figured i would post this in case he gets more curious again <br/>  <br/>  <br/> now is fazz brave enough to give that method a shot <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/>  <br/>  <br/> oh just adding i tried this with blender 2.69 I have no clue how this works in 2.68.  The fbx importer indeed seemed to work in 2.69 so if you want to add collission to your models you import your fbx model add the collission box and then bring it into the udk editor to get the material stuff back the right way.   (hopefully that makes sense) its just a lot of clicking and button pressing but I am used to that when it comes to adding bump maps and such. <br/>  <br/>  <br/> erm here are the udk forums you can find more info's there <br/> <a href="http://forums.epicgames.com/forums/372-UDK-General-Development?s=89a8415b60b3fb86968a93f278ec2e49" target="_blank" rel="nofollow">http://forums.epicgames.com/forums/372-UDK-General-Development?s=89a8415b60b3fb86968a93f278ec2e49</a> <br/>  <br/> here is the udk editor page <a href="http://www.unrealengine.com/udk/" target="_blank" rel="nofollow">http://www.unrealengine.com/udk/</a> <br/>  <br/>  <br/> sincerely yours with extreme geekiness and love and hugz  <br/> "the old bag urbanlamb" <br/> <em>edited by urbanlamb on 17/10/2013</em>]]></description>
<pubDate>Mon, 14 Oct 2013 08:12:19 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>hi just noticed that the scrollbar on the materials/textures list on imported object appears to be missing there is a main scrollbar but I dont seem to be able to find the scrollbar anymore to scroll through the textures etc.  in play + just noticed as i went to try to access something <img src="images/smilies/smile.gif" border=0 /> </div> <br/> Strange, it works for me.]]></description>
<pubDate>Mon, 14 Oct 2013 07:24:11 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[hi just noticed that the scrollbar on the materials/textures list on imported object appears to be missing there is a main scrollbar but I dont seem to be able to find the scrollbar anymore to scroll through the textures etc.  in play + just noticed as i went to try to access something <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 14 Oct 2013 06:21:37 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>mysto</b> wrote:<br/><div class='quote'><b>chuckles</b> wrote:<br/><div class='quote'>Seems like They've decided to charge £150 for something that still needs beta testers like me ? Are you well off people who can afford this, truly happy ? </div> <br/>  <br/> I'm certainly not "well off" as you say but I did have a few dollars saved back for something like this. Am I truly happy with my purchase? Yes I am. I've been using Muvizu almost from day one and although I haven't posted any animations to the Muvizu site for quite awhile I am still using the program regularly.  <br/>  <br/> It's worth the price to me to own the full commercial rights to the animations I create. The extra features are a nice bonus too. </div> <br/>  <br/> I am no millionaire.  I am a cheap so and so as a result of not being a millionaire but I have one vice and its pixels i dont drink, tv sucks, I dont smoke and I live in jeans and t-shirts most of the time so my "mad money" which is not that much really gets spent on this sorf of thing.   I am soon to retire (all be it early) for health reasons but I suspect I will always be putting my money into this sort of thing.    Before this I would spend my money on the concrete equivalent of paints, clay, plaster what evers.  I always enjoyed drawing, painting and making something 3 dimensional so now i do it with pixels.  As I get older its less messy then those other "old methods" i used in my 20's plus I dont need an entire basement of a house anymore I can do it in my office and i dont have to waste time cleaning up the mess every night <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 13/10/2013</em>]]></description>
<pubDate>Sun, 13 Oct 2013 22:51:45 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[That answered it, yes.  Thanks.]]></description>
<pubDate>Sun, 13 Oct 2013 02:46:35 GMT</pubDate>
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<title>Message from Clam</title>
<description><![CDATA[Danimal, do you mean me? If you are asking what I purchased, it's the eternal license for Muvizu:Play. If you're asking why, it's because I have a website for kids and I'm trying very hard to not be a "doorway" to the Internet for them. That means I don't post any links outbound (no YouTube vids for example) and no logos from software providers if I can help it. Muvizu of course required me to keep the logo; now I don't have to and that alone is worth the money to me. I do give credit at the end of most of my vids to Muvizu, the various music apps I use to score the vids, thanks to people who made props and so on. If your question was for me and I haven't answered it, lemme know. <br/> <em>edited by Clam on 13/10/2013</em>]]></description>
<pubDate>Sun, 13 Oct 2013 01:38:46 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[What exactly do you have to purchase then?]]></description>
<pubDate>Sun, 13 Oct 2013 00:55:18 GMT</pubDate>
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<title>Message from Clam</title>
<description><![CDATA[Totally with mysto on this. Super relieved I don't have to pay per minute--I'm a tightwad. I do VERY simple quick animations for my website created for children--so simple I've never posted them here because they are just stock characters with nothing much in the way of camera movements, etc. The Muvizu software works great for me so far. <br/>  <br/> Tom]]></description>
<pubDate>Sun, 13 Oct 2013 00:43:53 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[<b>chuckles</b> wrote:<br/><div class='quote'>Seems like They've decided to charge £150 for something that still needs beta testers like me ? Are you well off people who can afford this, truly happy ? </div> <br/>  <br/> I'm certainly not "well off" as you say but I did have a few dollars saved back for something like this. Am I truly happy with my purchase? Yes I am. I've been using Muvizu almost from day one and although I haven't posted any animations to the Muvizu site for quite awhile I am still using the program regularly.  <br/>  <br/> It's worth the price to me to own the full commercial rights to the animations I create. The extra features are a nice bonus too.]]></description>
<pubDate>Sun, 13 Oct 2013 00:35:51 GMT</pubDate>
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<title>Message from chuckles</title>
<description><![CDATA[Seems like They've decided to charge £150 for something that still needs beta testers like me ? Are you well off people who can afford this, truly happy ?]]></description>
<pubDate>Sat, 12 Oct 2013 23:29:27 GMT</pubDate>
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<title>Message from chuckles</title>
<description><![CDATA[Seems like They've decided to charge £150 for something that still needs beta testers like me ? Are you well off people who can afford this, truly happy ?]]></description>
<pubDate>Sat, 12 Oct 2013 23:29:25 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'>Thats all for now, busy setting up this new square box thing with pretty lights and R2 D2 sounds. </div> <br/> Oooh, sounds good! <br/> <i>beep beep boop</i>]]></description>
<pubDate>Sat, 12 Oct 2013 20:44:56 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Hi, Danimal, long time no see, ha ha, I get you about the price tag at the moment but I think Muvizu HQ will not let their prize hardcore Moguls down. <br/> I simply cant afford the full monty at the moment, but I cant wait to use the new features. <br/>  <br/> Ok, here is my view, my two penneth..... <br/>  <br/> Could we have a new Slender guy?? I love Sinister but hes in a fixed hunched pose which I cant use for a thing I,m doing. Just drop those arms please, Ta. <br/> I love the attachments, but could you we have animations to complement them? A Must.... <br/>  <br/> Thats all for now, busy setting up this new square box thing with pretty lights and R2 D2 sounds. <br/>  <br/> Peace... art]]></description>
<pubDate>Sat, 12 Oct 2013 20:34:14 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>bigwally</b> wrote:<br/><div class='quote'>I am a tester and they never sent me a thing.  No messages, no nothing. </div> <br/> I don't think I ever even downloaded it because I didn't want to have a feature I've always wanted but not be able to use it.  Now that we have to pay $250 for it, I'm pretty sure I'll definitely never be able to use it.<img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Sat, 12 Oct 2013 20:09:10 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[That's very strange...]]></description>
<pubDate>Sat, 12 Oct 2013 15:54:22 GMT</pubDate>
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<title>Message from bigwally</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'><b>bigwally</b> wrote:<br/><div class='quote'>What test version? </div> <br/> It was just before the change to "Muvizu Play."  They asked us not to show the feature in any videos as it was just a Proof of concept.  A few days later they sent us a second test version without the feature enabled.  I wish I could be more specific, but that's all I've got. </div> <br/>  <br/> I am a tester and they never sent me a thing.  No messages, no nothing.]]></description>
<pubDate>Sat, 12 Oct 2013 15:04:59 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Cool!]]></description>
<pubDate>Sat, 12 Oct 2013 13:50:22 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[The new attachments feature means we could have a lot of new hairstyles  <br/> <a href="http://www.nufc-history.co.uk/Untitled-1.jpg" target="_blank"><img src="http://www.nufc-history.co.uk/Untitled-1.jpg" border="0"></a>]]></description>
<pubDate>Sat, 12 Oct 2013 12:55:12 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>No Dylly, that the Wookiepedia  <img src="images/smilies/smile.gif" border=0 />  (real site, I kid you not) </div> <br/>  <br/>  <br/> yes there is indeed a <a href="http://starwars.wikia.com/wiki/Main_Page" target="_blank" rel="nofollow">wookiepedia</a> lol its all about you know star wars and wookies and stuff <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 12/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 22:35:52 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[No Dylly, that the Wookiepedia  <img src="images/smilies/smile.gif" border=0 />  (real site, I kid you not)]]></description>
<pubDate>Fri, 11 Oct 2013 22:05:55 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[It's not just Ziggy...look what I got when I tried to log on <img src="images/smilies/eek7.gif" border="0" alt="Whaaaaa?" /> <br/> <a href="http://www.christrevas.com/starwars/portfolio_starwars/swk_wicket.jpg" target="_blank"><img src="http://www.christrevas.com/starwars/portfolio_starwars/swk_wicket.jpg" border="0"></a>]]></description>
<pubDate>Fri, 11 Oct 2013 20:51:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Wiki?  What, you mean this? <br/>   <br/> <a href="http://s175.photobucket.com/user/ZiggyStardust72/media/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg.html" target="_blank" rel="nofollow"><a href="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg" target="_blank"><img src="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg" border="0"></a></a> <br/>  <br/> Every time I try to access it through here, whether it's the one under Community or Help, I get this message - it's been this way since the Wiki was added.  And the Twitter feed still never shows up.  And even if I could access it, how do you add entries to the Wiki? </div> <br/>  <br/>  <br/> I can get in i get no errors I and then you login to the wiki with your username from the forums etc.   Wierd <br/>  <br/> the wiki is discriminating against ziggy's it appears <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 11/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 20:26:13 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>fazz68</b> wrote:<br/><div class='quote'>now we have the ability to hold things can we have a few animations for pick things up to complete the awesomeness<img src="images/smilies/smile.gif" border=0 /> </div> <br/> Unfortunately "we" don't have that ability...]]></description>
<pubDate>Fri, 11 Oct 2013 20:18:17 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Wiki?  What, you mean this? <br/>   <br/> <a href="http://s175.photobucket.com/user/ZiggyStardust72/media/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg.html" target="_blank" rel="nofollow"><a href="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg" target="_blank"><img src="http://i175.photobucket.com/albums/w156/ZiggyStardust72/Muvizu%20Only/Untitled-1_zps4f886ae0.jpg" border="0"></a></a> <br/>  <br/> Every time I try to access it through here, whether it's the one under Community or Help, I get this message - it's been this way since the Wiki was added.  And the Twitter feed still never shows up.  And even if I could access it, how do you add entries to the Wiki?]]></description>
<pubDate>Fri, 11 Oct 2013 20:06:15 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>the only thing i am not a fan of is the chat option but that's because people are trying to use it as a forum ^^. </div> <br/> Yes, the <i>Chat</i> is more of a help desk, and the name is very misleading. Perhaps the <i>Muvizu Gods</i> should think about changing the name?]]></description>
<pubDate>Fri, 11 Oct 2013 19:20:20 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'><b>Lev_Dynamite</b> wrote:<br/><div class='quote'> Unfortunately, it seems a lot of users are either missing the Wiki entirely  </div> <br/>  <br/> Am I allowed to admit I don't think I've ever even been into it ? Sorry about that. I will try and contribute now I know about it. <br/>  <br/> I think it's to do with the redesign of the website. Others have mentioned they never go to the gallery anymore - neither do I, and this can't be good. I'm sure that the average views for any video that we make has gone down as a result. We're all guilty. </div> <br/>  <br/>  <br/> Very true Berty but at least today's discussion has highlighted the fact! <br/>  <br/> Great website btw! <br/> Really looking froward to your forthcoming epic! <br/> <em>edited by Dreeko on 11/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 19:06:49 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I look at the gallery but not as regularly.  I think its simply the site has a lot more stuff on it .   It needs that stuff though they even have a help desk now.  I just remember to browse the gallery once a week.   I think the site is pretty well set up the only thing i am not a fan of is the chat option but that's because people are trying to use it as a forum ^^.    <br/>  <br/> I have been to the wiki but even though I can write my issue is time and so i dont want to make the wiki have lots of typos and stuff.  I have to find time to sit down and write something and proof read it in that sitting but sometimes that is a bit of an issue so I just avoid writing anything to avoid giving muvizu a reputation of 'god those guys done even proof read what they write'.  I will start though and just do it in stages and proof read when I get time to and hope that its good enough.  Of course someone can always correct my typos if I miss them I just dont want someone to have to do that.]]></description>
<pubDate>Fri, 11 Oct 2013 18:48:14 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>I think it's to do with the redesign of the website. Others have mentioned they never go to the gallery anymore - neither do I, and this can't be good. I'm sure that the average views for any video that we make has gone down as a result. We're all guilty. </div> <br/> Yes, I never look in the gallery anymore, weird. <br/> Would it be possible to automatically log into the wiki if you're logged in on the website? <br/> <em>edited by MrDrWho13 on 11/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 18:29:43 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[<b>fazz68</b> wrote:<br/><div class='quote'>now we have the ability to hold things can we have a few animations for pick things up to complete the awesomeness<img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> Can I second this (of course). Drinking, eating, using guns, doing stuff with stuff....]]></description>
<pubDate>Fri, 11 Oct 2013 18:22:52 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'> Unfortunately, it seems a lot of users are either missing the Wiki entirely  </div> <br/>  <br/> Am I allowed to admit I don't think I've ever even been into it ? Sorry about that. I will try and contribute now I know about it. <br/>  <br/> I think it's to do with the redesign of the website. Others have mentioned they never go to the gallery anymore - neither do I, and this can't be good. I'm sure that the average views for any video that we make has gone down as a result. We're all guilty.]]></description>
<pubDate>Fri, 11 Oct 2013 18:22:03 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[now we have the ability to hold things can we have a few animations for pick things up to complete the awesomeness<img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 17:37:25 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>bigwally</b> wrote:<br/><div class='quote'>What test version? </div> <br/> It was just before the change to "Muvizu Play."  They asked us not to show the feature in any videos as it was just a Proof of concept.  A few days later they sent us a second test version without the feature enabled.  I wish I could be more specific, but that's all I've got.]]></description>
<pubDate>Fri, 11 Oct 2013 17:30:41 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[yes basically fbx means we can like have stuff them other guys do more depth to things and light bulbs and windows and stuff.  How I would work with premade objects and blender I would import using 3ds format as I dont trust the fbx importer yet and add collission and normal maps etc to pretty it up and then export as fbx ensuring I triangulate beforehand. <br/>  <br/> here is a site with tons of decently made 3ds files that i use in a pinch <a href="http://archive3d.net/" target="_blank" rel="nofollow">http://archive3d.net/</a> <br/> there is a scene i made in superman with a living room all the items were there.  I use the decimate tool to reduce the face count and add texture and export so if i was using fbx i would follow the same rules import, count my faces, decimate, texture and add normal maps etc. and collision then triangulate is and export <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> FBX my edges look like edges now I have sharp edges on my house its not sort of roundy.   My stuff was "roundy" due to the ASE export not my modelling skills.    <br/>  <br/> Anyhow I will create some fbx stuff and put it in the gallery as well very soon I will at least add that which I have already set up with maps for iclone the post office will have a whole other dimension to it you know with like windows and such <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I will try to add some stuff to the wiki as I think of it and make a couple of easy tutorials or try to (after i get done the other tutorial which is 6 parts long on making a moving stickman ..) geared towards muvizu or try.   <br/>  <br/> <b>Lev_Dynamite</b> wrote:<br/><div class='quote'><b>Dreeko</b> wrote:<br/><div class='quote'>I've checked the muvizu wiki and it is not yet even listed in the supported file types. </div>The Wiki is intended for Community use - all logged-in users should be able to edit entries - so if you see something missing then please feel free to add it on in there! If everyone just looks at it and waits for someone else to update it then it may as well be a static webpage, so it'd be nice to see people taking full advantage of the Wiki's features. <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/>   I can at least write things <img src="images/smilies/smile.gif" border=0 /> anyhow unfortunately I dont know of any way around blender unless you spend money and then your going to probably also be spending money on models as well.  The biggest time saver I find is in a pinch (and I use it for making my muvizu uploads as well) its to use iclone3dexchange but I already have the models made or have in some cases used 3dsmax to convert the files to a readable format and edited the file so again i used a 3d program...   Iclone3dexchange imports all the popular formats and now with their latest tweeks formats fbx files perfectly for use in unreal engine (minus collision).   I dont know of any way around fixing collision to my liking inside muvizu beyond editing the file in blender unfortunately. <br/> <em>edited by urbanlamb on 11/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 16:46:19 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>I also think though that any tutorial or help file in the form of an online documentation or downloadable pdf IS part of the software package and should not be left to the users to create. </div> <br/> I think we should have basic written tutorials in PDF form for those using Muvizu offline.]]></description>
<pubDate>Fri, 11 Oct 2013 16:42:10 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'>Dreeko, <br/>  <br/> I know you really want to know how to create FBX models and there isn't any sort of Muvizu-produced guide for this yet, but <a href="http://www.google.co.uk/search?q=FBX+tutorials" target="_blank" rel="nofollow">they are out there</a>. The major problem with producing the type of tutorial you are asking for is that it would not be a Muvizu tutorial, it would be a Blender or Maya tutorial trying to teach you how to use those applications to do 3D modelling for games engines. <br/>  <br/> If you've already paid for Muvizu:Play+ you may not want to spend any more on a 3D modelling package like 3D Studio Max or Maya, so I'd recommend Blender to create your FBXs. The skills you learn in Blender can be transfered over to something like Maya later on, should you decide that those are the packages for you. To use Blender, you'll need <a href="http://www.blender.org/development/release-logs/blender-269/" target="_blank" rel="nofollow">version 2.69 RC</a> to get the updated FBX exporter, though the version that comes with 2.68 and earlier works in a basic fashion. <br/>  <br/> Everything that you would want to do with FBX is not Muvizu specific. It means learning 3D modelling for a games engine. I recommend <a href="http://www.youtube.com/user/cgboorman" target="_blank" rel="nofollow">http://www.youtube.com/user/cgboorman</a>  if you want to learn blender.  <br/>  <br/> There are a lot of other tutorials on youtube already that cover the various different 3D modelling packages out there, as well as the techniques, tips and tricks. <br/>  <br/> To understand the basics of the Blender UI and the basics of 3D modelling I'd recommend watching tutorials 1 - 8 in this playlist  <br/>  <br/> <a href="http://www.youtube.com/playlist?list=PL006307E237BB7FF6&feature=plcp" target="_blank" rel="nofollow">http://www.youtube.com/playlist?list=PL006307E237BB7FF6&feature=plcp</a> <br/>  <br/> Another great resource is <a href="http://cg.tutsplus.com/" target="_blank" rel="nofollow">http://cg.tutsplus.com/</a> which goes into full detail on modelling and animating. <br/>  <br/> So what are the benifits of FBX? <br/>  <br/> FBX is just a different format to ASE, however importing static meshes from FBX gives a vastly improved materials system. <br/>  <br/> I've put up a guide to the <a href="http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines" target="_blank" rel="nofollow">material options here</a> and while some of those options were available with ASE, things like transparency on a window never worked properly. The FBX material system allows you to have transparent sections of a model that work as you'd expect, amongst other things. (<a href="http://www.muvizu.com/Forum/topic1553-totally-stumped-by-transparent-textures-help.aspx" target="_blank" rel="nofollow">your trees and bees can finally look as you wanted them to Dylly</a> ). <br/>  <br/> I've uploaded a sample FBX object that includes all possible materials options (listed below) it's available here <a href="http://www.muvizu.com/3D/31493/FBX-Material-example" target="_blank" rel="nofollow">http://www.muvizu.com/3D/31493/FBX-Material-example</a> <br/>  <br/> What can FBX do and what does Muvizu:Play+ support? <br/>  <br/> Static meshes up 65535 vertices <br/> Collision meshes <br/> Diffuse materials <br/> Specular materials <br/> Normal maps <br/> Specular maps <br/> Emissive materials <br/> Transparent materials <br/> edited by Jamie on 11/10/2013 </div> <br/>  <br/> I took on board the fact that you couldn't possibly instruct us on how to build objects using the myriad of options out there. I did need to know what muvizu was now capable of as far as FBX went and the info you have provided above now tells me that,so thanks Jamie! <br/>  <br/> ..and thanks to lev for your history of the Muvizu wiki and all the people that have made it so thus far <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 16:20:34 GMT</pubDate>
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<title>Message from bigwally</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'><b>gimmick</b> wrote:<br/><div class='quote'>Hello, <br/>  <br/> Where could we see video examples of object attachment in the hand? </div> <br/> This was done a while ago with the test version: <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/3WMpOgjj4cY?rel=0" frameborder="0" allowfullscreen></iframe></div> </div> <br/>  <br/>  <br/> What test version?]]></description>
<pubDate>Fri, 11 Oct 2013 16:19:39 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'><b>Lev_Dynamite</b> wrote:<br/><div class='quote'>... perhaps you could post a few entries and be the spark that starts the flame? <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> I'm not allowed to start fires. It's usually the opposite <img src="images/smilies/smile.gif" border=0 /> </div> <br/> LOL!]]></description>
<pubDate>Fri, 11 Oct 2013 16:16:10 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>... perhaps you could post a few entries and be the spark that starts the flame? <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> I'm not allowed to start fires. It's usually the opposite <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 16:14:20 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>with <b>MrDrWho13</b> being the only non-Staff user to date to contribute any kind of Wiki edits.  </div> <br/> Yay!]]></description>
<pubDate>Fri, 11 Oct 2013 16:14:01 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>gimmick</b> wrote:<br/><div class='quote'>Hello, <br/>  <br/> Where could we see video examples of object attachment in the hand? </div> <br/> This was done a while ago with the test version: <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/3WMpOgjj4cY?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Fri, 11 Oct 2013 16:11:06 GMT</pubDate>
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<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'><b>Lev_Dynamite</b> wrote:<br/><div class='quote'>The Wiki is intended for Community use </div> <br/>  <br/> I imagine staff are allowed to as well though eh? </div>Yes we are, which is why... <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>I'm sure the staff could pitch in too! </div>...I believe 100% of the content on the Wiki thus far has been put there by myself, <b>Mike_Num_5</b>, <b>Jamie</b>, <b>glasgowjim</b>, <b>rbeck1993</b>, <b>Emily</b> and <b>IanS</b> with <b>MrDrWho13</b> being the only non-Staff user to date to contribute any kind of Wiki edits. Unfortunately, it seems a lot of users are either missing the Wiki entirely or have a "someone else will write this up" attitude, which is a shame as it belittles the potential of such a useful community-driven tool. If you "quite agree" that it'd be nice to see users join us staff members in helping to unlock the Wiki's full potential, perhaps you could post a few entries and be the spark that starts the flame? <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 15:29:22 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[Dreeko, <br/>  <br/> I know you really want to know how to create FBX models and there isn't any sort of Muvizu-produced guide for this yet, but <a href="http://www.google.co.uk/search?q=FBX+tutorials" target="_blank" rel="nofollow">they are out there</a>. The major problem with producing the type of tutorial you are asking for is that it would not be a Muvizu tutorial, it would be a Blender or Maya tutorial trying to teach you how to use those applications to do 3D modelling for games engines. <br/>  <br/> If you've already paid for Muvizu:Play+ you may not want to spend any more on a 3D modelling package like 3D Studio Max or Maya, so I'd recommend Blender to create your FBXs. The skills you learn in Blender can be transfered over to something like Maya later on, should you decide that those are the packages for you. To use Blender, you'll need <a href="http://www.blender.org/development/release-logs/blender-269/" target="_blank" rel="nofollow">version 2.69 RC</a> to get the updated FBX exporter, though the version that comes with 2.68 and earlier works in a basic fashion. <br/>  <br/> Everything that you would want to do with FBX is not Muvizu specific. It means learning 3D modelling for a games engine. I recommend <a href="http://www.youtube.com/user/cgboorman" target="_blank" rel="nofollow">http://www.youtube.com/user/cgboorman</a>  if you want to learn blender.  <br/>  <br/> There are a lot of other tutorials on youtube already that cover the various different 3D modelling packages out there, as well as the techniques, tips and tricks. <br/>  <br/> To understand the basics of the Blender UI and the basics of 3D modelling I'd recommend watching tutorials 1 - 8 in this playlist  <br/>  <br/> <a href="http://www.youtube.com/playlist?list=PL006307E237BB7FF6&feature=plcp" target="_blank" rel="nofollow">http://www.youtube.com/playlist?list=PL006307E237BB7FF6&feature=plcp</a> <br/>  <br/> Another great resource is <a href="http://cg.tutsplus.com/" target="_blank" rel="nofollow">http://cg.tutsplus.com/</a> which goes into full detail on modelling and animating. <br/>  <br/> So what are the benifits of FBX? <br/>  <br/> FBX is just a different format to ASE, however importing static meshes from FBX gives a vastly improved materials system. <br/>  <br/> I've put up a guide to the <a href="http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines" target="_blank" rel="nofollow">material options here</a> and while some of those options were available with ASE, things like transparency on a window never worked properly. The FBX material system allows you to have transparent sections of a model that work as you'd expect, amongst other things. (<a href="http://www.muvizu.com/Forum/topic1553-totally-stumped-by-transparent-textures-help.aspx" target="_blank" rel="nofollow">your trees and bees can finally look as you wanted them to Dylly</a> ). <br/>  <br/> I've uploaded a sample FBX object that includes all possible materials options (listed below) it's available here <a href="http://www.muvizu.com/3D/31493/FBX-Material-example" target="_blank" rel="nofollow">http://www.muvizu.com/3D/31493/FBX-Material-example</a> <br/>  <br/> What can FBX do and what does Muvizu:Play+ support? <br/>  <br/> Static meshes up 65535 vertices <br/> Collision meshes <br/> Diffuse materials <br/> Specular materials <br/> Normal maps <br/> Specular maps <br/> Emissive materials <br/> Transparent materials <br/> <em>edited by Jamie on 11/10/2013</em>]]></description>
<pubDate>Fri, 11 Oct 2013 14:55:13 GMT</pubDate>
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<title>Message from gimmick</title>
<description><![CDATA[Hello, <br/>  <br/> Where could we see video examples of object attachment in the hand?]]></description>
<pubDate>Fri, 11 Oct 2013 12:39:41 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Thanks Jamie]]></description>
<pubDate>Fri, 11 Oct 2013 11:36:46 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Lev_Dynamite</b> wrote:<br/><div class='quote'>The Wiki is intended for Community use </div> <br/>  <br/> I imagine staff are allowed to as well though eh? There are more of you in there than there are regular users in the forum these days! If Ziggy72, Urbanlamb and MrDrWho all went on holiday at the same time then the place would be a ghost town!  <br/>  <br/>  <br/> <b>Lev_Dynamite</b> wrote:<br/><div class='quote'>If everyone just looks at it and waits for someone else to update it then it may as well be a static webpage, so it'd be nice to see people taking full advantage of the Wiki's features. <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> I quite agree, but again I'm sure the staff could pitch in too! <br/> I think the Wiki should be built from the input of users and staff alike. I also think though that any tutorial or help file in the form of an online documentation or downloadable pdf IS part of the software package and should not be left to the users to create.  <br/>  <br/> I understand finding time for these things is a problem but they really are essential and should given more attention than they are at present.]]></description>
<pubDate>Fri, 11 Oct 2013 11:29:31 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Thanks Jamie for the info. I will give it a go. <br/>  <br/> The trouble is with my little batch file I can remove collision from 25 .ASE files in literally 5 seconds (and I do things on this scale a lot when building a new set). With FBX it will take a lot, lot longer. <br/>  <br/> I guess it's horses for courses though and I'm sure the FBX import feature will be useful on occasion and for those creating models it will be a godsend. <br/>  <br/> Of course a "Enable objects to occupy the same space" checkbox in Muvizu would overcome all these issues in one fell swoop <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 11:24:31 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>I'm 100% with Dreeko here - I continue to plod on with .ASE files as that's what I've worked out how to use (I actually converted an FBX to ASE this morning through Autodesk, DAE and Sketchup to remove collision !). <br/>  <br/> What advantages does FBX have over ASE. Everyone who knows what they are seems very excited. <br/>  <br/> And more importantly, how do I remove collision from an FBX ? Can I do this automatically without having to master 3d modelling ? </div> <br/>  <br/>  <br/> There's a lot of advantages to FBX, but in terms of what Muvizu:Play+ supports the material system is the real advantage. Blender 2.69RC has a FBX importer - though I've not tried it yet. So you could directly import your FBX into blender and delete the collision there before exporting it as FBX directly from blender. You would need to have some collision otherwise Muvizu will generate collision for you, just as it does with ASE. <br/>  <br/> All you need to do is create a small cube and place it to the side, similar to the match box collision. Name the cube object UCX_objectname and export it from there. <br/>  <br/> There isn't really any automatic way of doing this. You can have plain text ASCII fbx files but they are a lot more complicated than ASE format files and a batch script to replace collision would need to read the whole file, identify id numbers and names and remove and re-add the linkage. I'm sure it could be done though. The biggest problem would be that the majority of FBX files your likely to download would be in binary format. <br/>  <br/> Overall, its not that hard to just add a cube in blender and give it the correct naming format for collision in Muvizu.]]></description>
<pubDate>Fri, 11 Oct 2013 10:50:02 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Question : What happens if I create a set in Play+ and put it up on the Assets?  Will non '+' users be able to load it?  Would the sets always have to be labelled as Play+ specific? </div> <br/>  <br/>  <br/> If your set file uses one of the Play+ features then a user of Play will get a error message to tell them that the set contains a unlicensed feature. <br/>  <br/> If you save a set in Play+ without any of the features of it then Play users can open it without any problems.]]></description>
<pubDate>Fri, 11 Oct 2013 10:40:30 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I'm 100% with Dreeko here - I continue to plod on with .ASE files as that's what I've worked out how to use (I actually converted an FBX to ASE this morning through Autodesk, DAE and Sketchup to remove collision !). <br/>  <br/> What advantages does FBX have over ASE. Everyone who knows what they are seems very excited. <br/>  <br/> And more importantly, how do I remove collision from an FBX ? Can I do this automatically without having to master 3d modelling ?]]></description>
<pubDate>Fri, 11 Oct 2013 09:46:25 GMT</pubDate>
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<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>I've checked the muvizu wiki and it is not yet even listed in the supported file types. </div>The Wiki is intended for Community use - all logged-in users should be able to edit entries - so if you see something missing then please feel free to add it on in there! If everyone just looks at it and waits for someone else to update it then it may as well be a static webpage, so it'd be nice to see people taking full advantage of the Wiki's features. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Fri, 11 Oct 2013 09:10:59 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from Dreeko</title>
<description><![CDATA[Well this FBX thing seems to have you all of a lather Urbanlamb! <br/>  <br/> I and others would probably benefit from seeing a list of what FBX now brings to Muvizu's table. <br/> It obviously is not just an alternative to the .ase import format. I remember when the lighting was revamped and how much it changed the quality of the overall look to videos made with muvizu. From your enthusiasm it feels like this could be another one of those milestone moments for the software. My frustration with the FBX feature comes from a few things - Not really knowing it's abilities, it's limitations for import or where to best create one. <br/> It is like I've received a mystery object for Christmas with no idea where to put the batteries, no instructions on how to assemble it, or feature list of what it does once it is all in one piece, so I end up kicking it around in the garden assuming it is a fancy looking football, with the neighbours kids looking over their fence shaking their heads. <br/>  <br/> A few months ago I wouldn't have known FBX if I came across it in my soup! And today I'm still looking at it curiously. <br/> I've checked the muvizu wiki and it is not yet even listed in the supported file types.  <br/>  <br/> What is that cheesy saying that gets under my skin? .. <br/> Oh yes <br/> A stranger is just a friend I've never met ( puke!) <br/>  <br/> Well, I want to be a friend of FBX ...whether it wants to be a friend of mine is another matter mind you lol!  <br/>  <br/> I'm basically requesting tutorials and guidance again Muvizu. <br/>  <br/>  <br/> Cheers <br/> D]]></description>
<pubDate>Fri, 11 Oct 2013 08:00:31 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[fbx works flawlessly on a quick test and its just a whole other level of awesome.  This is the house in the gallery fbx and ase let me know if you can tell the difference.  Finally real windows we dont have to fit that means i can make cars with windows in them and more windows and all kinda windows .. now for some more info for the curious.  I ran this model through iclone 3d exchange as a test I did not alter collision or add any further collision so I actually didnt crack open blender and make a new model I created this model last month for use in iclone and stuffed an ase version into the gallery here.  So basically you can set up models in 3dexchange if you have access to them and add all the normal maps, spec maps etc to your hearts content.  I will add this and the post office and anything else I have an fbx duplicate in that I created for personal use in blender to the gallery.  I guess now we need a gallery for muvizu play + assets as well though. I am unsure if as ziggy says we can put up sets built with fbx coded files for use in regular muvizu play.   Anyhow I just loved having all those buttons to play with opascity, specularity etc etc <img src="images/smilies/smile.gif" border=0 />  <br/>  <br/>  <br/> So thanks again  I said thanks before but thank you again for this stuff.  I can't say thank you enough because I like muvizu and wanted to use it for like other stuff in the future as i got time.. so um yes thanks <img src="images/smilies/smile.gif" border=0 /> (i said that didnt I? well there it is again ) <br/>  <br/>  <br/> 	I can't concentrate to finish my collab 2d animation project and just had to put it aside to play with the fbx import it works GREAT .. <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /><a href="http://img.photobucket.com/albums/v692/ummax/housetest_zpsc1d48c1d.png" target="_blank"><img src="http://img.photobucket.com/albums/v692/ummax/housetest_zpsc1d48c1d.png" border="0"></a>]]></description>
<pubDate>Fri, 11 Oct 2013 06:10:21 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Question : What happens if I create a set in Play+ and put it up on the Assets?  Will non '+' users be able to load it?  Would the sets always have to be labelled as Play+ specific?]]></description>
<pubDate>Fri, 11 Oct 2013 02:09:40 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'><b>Workaround for attached objects turning white on save and open:-</b> <br/> <b> <br/> </b> <br/> When attaching an object to a character simply import the object normally - i.e. create &gt; import. Just stick it somewhere out the way. <br/> Then import the same object attached to your character and it will save and open OK. </div> <br/>  <br/> Thanks Berty, that works exactly as you said!  <img src="images/smilies/28208052075.gif" border="0" alt="Toast" />]]></description>
<pubDate>Wed, 09 Oct 2013 22:05:24 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Dylly</b> wrote:<br/><div class='quote'>Now then my Young Lamb <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> I must do a spot of wicket keeping here or at least bat for the opposing team...I hate Blender with a vengeance. . </div> <br/>  <br/> lol feel free to pitch <br/>  <br/> just as an aside I have spent quite awhile working in 3dsmax at one point its just that blender has come a long way.    I have never tried mudbox but I would liken it down just by reading the info that its a stripped down version of 3dsmax and would compare to the modelling interface of blender if you were to remove all the extraneous bits.     <br/>  <br/> Either way given a choice after I had worked with a group who I was forced to use 3dsmax with when I left this group (we made a mediochre video game and I had to do all the avatars ) I didn't see the point in sinking so much money into a tool that I could get exact results with for free this is the same concept of "do i use gimp or photoshop" In this case however I use photoshop.  Both work equally as well only in a different way. Remember blender is a full on cgi tool that is why is has so many buttons <img src="images/smilies/smile.gif" border=0 />   <br/>  <br/>  <br/> Sketchup was not designed for game engine use they just sort of decided to try it that way its for conceptualization mostly but if you worried about ensuring you use your pc's resources in the best manner possible sketchup is not a very good choice.   Unless you use the free version if your going to spend money thought dont do it on sketchup <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/> also..  <br/> as i was perusing the wiki about the fbx upgrades (Having a hard time finishing this project because i want to spend my spare time playing with this new feature) if you want to make normal maps and spec maps (cant wait to add windows and other things to models now ) <br/>  <br/> I found this tool really handy i have had it for years <br/> Crazybump <a href="http://www.crazybump.com/" target="_blank" rel="nofollow">http://www.crazybump.com/</a> <br/>  <br/> the other one that is now sold by iclone does more but it also costs more is this one its awesome but i have not had a need to purchase it yet crazybump works fine for me bitmap2material is like crazybump on steroids but probably overkill for  muvizu <a href="http://www.reallusion.com/creative/creative_b2m.aspx" target="_blank" rel="nofollow">http://www.reallusion.com/creative/creative_b2m.aspx</a> <br/>  <br/> i had planned to purchase this for myself soonish but not gotten around to spending the money as i am a stingy so and so <img src="images/smilies/smile.gif" border=0 /> <br/> edited by urbanlamb on 11/10/2013 <br/> <em>edited by urbanlamb on 11/10/2013</em>]]></description>
<pubDate>Wed, 09 Oct 2013 20:59:43 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>The Timeline blocks for animating Expressive-ness and Custom Texture aren't showing up after you record inputs.  They still work fine, and you can see the line in the Timeline, but no blocks. </div> <br/>  <br/> Yeah, I've noticed the timeline glitch too. It is a pest cos it means we can't tinker with the changes on the timeline. Hopefully there will be a patch to correct this.]]></description>
<pubDate>Wed, 09 Oct 2013 19:56:20 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[Now then my Young Lamb <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> I must do a spot of wicket keeping here or at least bat for the opposing team...I hate Blender with a vengeance. After months of fiddling with the over complicated UI, I rapidly came to the conclusion that I would have a better chance of negotiating a lasting peace settlement for the Middle East than getting my poor head around Blender. <br/>  <br/> Don't get me wrong Sketchup has it's drawbacks, especially it's latest incarnation...but what do you expect when architects get involved? Check out the number of SAAB and Volvo models available in the warehouse! However by adding the right plugins to your sketchUp toolbar and learning the basic rules of modelling in 3D will have you knocking out good quality 3D models rapidly. First plugin is ThomThom's Cleanup (all plugins available at www.sketchucation.com). Does exactly what it says on the tin, gets rid of all that geometry that you do not need. Next up is Fredo's Thrupaint. Sorts out your textures and UV's. Finally there is the pen+ tools.Handy little gadget that helps draw vertices without having unwanted faces being added.  <br/>  <br/> For those of a school age, don't forget that Maya and 3DX Max can be had from autodesk for free on an educational license. For everyone else don't forget there is a free converter available from Autodesk to convert your model files into FBX format. <br/>  <br/> My own personal workflow involves sketchUp for the bulk of the modelling. I then import the model into 3Ds Max for UVW unwrapping. Textures are created in Gimp ( I prefer Gimp to Photoshop) with the occasional tweak to a texture done in Mudbox. <br/>  <br/> My personal advice is, if you can use the likes of Maya, Max, Mudbox or Z-brush then take the opportunity to do so, if for whatever reason you can't then find the easiest solution. For some it maybe Blender for others SketchUp or even a combination of the two. I'm not so much getting on in years as galloping over the rapidly approaching precipice of senility shouting 'Yipee' as I go over the edge, so I'm afraid I didn't have the time or patience for Blender...apart from which, left with a future which contains the ominous possibility of the loss of me teef and a liquidised menu from Meals on Wheels or Muck on a truck I intend to steer clear of blenders for as long as I can.]]></description>
<pubDate>Wed, 09 Oct 2013 19:56:06 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'>thanks ukBerty and Ziggy. I'll have a look through those files and see where the problem is. </div> <br/>  <br/> im convinced this is the same bug as this or at least related to because the results are the same... <br/> <a href="http://www.muvizu.com/forum/topic2923-losing-textures-on-favorited-objects.aspx" target="_blank" rel="nofollow">http://www.muvizu.com/forum/topic2923-losing-textures-on-favorited-objects.aspx</a> <br/> and you get the same error message. <br/> and this bug is about changing textures on an imported object and then saving that object in a set. a tiny experiment for you muvizu. (because this is where i have come across this bug in this version) <br/> create a character, doesnt matter who.... <br/> import my c-4 model into a hand.... <br/> change the orange texture on a wire to a yellow one. <br/> save the set. <br/>  <br/> now close muvizu <br/>  <br/> start muvizu.. <br/>  <br/> reload set <br/> everything is as it should be except the yellow wire and this message <br/> <a href="http://i.imgur.com/hapKW8C.jpg" target="_blank"><img src="http://i.imgur.com/hapKW8C.jpg" border="0"></a> <br/> the more textures you change on a model the more white parts you will get. <br/> edited by fazz68 on 09/10/2013 <br/> edited by fazz68 on 09/10/2013 <br/> <em>edited by fazz68 on 09/10/2013</em>]]></description>
<pubDate>Wed, 09 Oct 2013 19:53:56 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'><b>fazz68</b> wrote:<br/><div class='quote'>Dreeko ive just had a little experiment with the sketchup to FBX thing. you can export a sketchup model as a COLLADA file and import it into Blender. and export from blender as a FBX file. i just tried on a simple chair model and it works but if you can understand all this texture info then you are a better man than me lol... see pic <br/> urbanlamb is the expert on blender and may know what it all means <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/>  <br/>  <br/> What your seeing Fazz is another quirk of Sketchup. It applies everything as a separate material to the object. If you have slightly different shades of red it'll give you a material for each shade of red on the object. <br/>  <br/> In blender, if you go to the materials tab you'll see a list of materials that match all the names you see listed in Muvizu. You probably want to delete them all and re-apply just 1 or 2 new materials to the unique coloured areas of your model. </div> <br/>  <br/>  <br/> yes sketchup is a material "whore" if you use blender or whatever you can optimize and match up as jamie says anyhow um I should do a few more blender lessons I suppose I just find as I get older I suck more at teaching things (loss of brain cells maybe?) <br/>  <br/> I do now know how well the fbx exporter works in blender to be honest at the moment I dont use it much I know its rated as compatible with maya I dont know if there are a lot of peculiarities with the unreal engine and what they are.   I would encourage anyone and everyone no matter how attached you are to your sketchup to learn blender at the very least if you want to spend money get 3ds max or maya but its not necessary.   As you learn the concepts you will see just how much resources you save by doing it "the right way" <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> what I have learned when looking at skethcup models in blender is its actually faster to build an entire model from scratch then trying to sort through the sketchup mess.  The grocery store in the asset gallery was what happened after I imported a sketchup model into (them other softwares and tried to make it pretty by adding normal maps it took up so many resources I opened it up on blender and tried to optimize it after sitting for about 4 hours I slapped my forehead and called myself names and created my own grocery store in 45 minutes reminding myself of why i swore to never do that the last time i tried)  <br/>  <br/> hopefully this does not offend anyone but i am a self proclaimed "skethcup hater" <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/> edited in: later I have not the time now i have something i am obligated to finish before returning to my superman madness I will try to work out the blender quirks for muvizu I dont imagine they are much different then the ase quirks I encounter.  The shading issues in muvizu have to do with making edges sharp, adding edge creases and a few other things.    This is an unreal engine thing and actually not seen in other engines (god did i mention this week how much of a geek i am? if not i am now) <br/> <em>edited by urbanlamb on 09/10/2013</em>]]></description>
<pubDate>Wed, 09 Oct 2013 17:50:25 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[The Timeline blocks for animating Expressive-ness and Custom Texture aren't showing up after you record inputs.  They still work fine, and you can see the line in the Timeline, but no blocks.]]></description>
<pubDate>Wed, 09 Oct 2013 17:17:00 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[thanks ukBerty and Ziggy. I'll have a look through those files and see where the problem is.]]></description>
<pubDate>Wed, 09 Oct 2013 16:17:54 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Jamie, I have also sent you my set file with the same problem.  Whatever texture I put on there, the box on Darth's chest goes default on reloading the set.]]></description>
<pubDate>Wed, 09 Oct 2013 15:11:44 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Jamie, <br/>  <br/> I have sent the set and ase files in. This is a brand new set and I can replicate the problem at will.]]></description>
<pubDate>Wed, 09 Oct 2013 14:56:43 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Thanks jamie and fazz! <br/> Another hill to climb it seems then!  <br/> I've delayed the whole object building aspect of production as long as I could. Looks like the time has come! <br/> <em>edited by Dreeko on 09/10/2013</em>]]></description>
<pubDate>Wed, 09 Oct 2013 14:35:36 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'><b>Workaround for attached objects turning white on save and open:-</b> <br/> <b> <br/> </b> <br/> When attaching an object to a character simply import the object normally - i.e. create &gt; import. Just stick it somewhere out the way. <br/> Then import the same object attached to your character and it will save and open OK. <br/>  <br/> It's a bit like that old textured skirt problem. </div> <br/>  <br/>  <br/> Its an odd one, I've tried several ASE and FBX objects and its not happening for me. <br/>  <br/> Is it an old set you've loaded and then imported the object to or does it happen with a completely blank new scene with a new character? Is it happening with ASE or FBX or both?  <br/>  <br/> Could you send in the set file and object files and give us a list of steps to follow to reproduce this?]]></description>
<pubDate>Wed, 09 Oct 2013 14:08:21 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>fazz68</b> wrote:<br/><div class='quote'>Dreeko ive just had a little experiment with the sketchup to FBX thing. you can export a sketchup model as a COLLADA file and import it into Blender. and export from blender as a FBX file. i just tried on a simple chair model and it works but if you can understand all this texture info then you are a better man than me lol... see pic <br/> urbanlamb is the expert on blender and may know what it all means <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/>  <br/>  <br/> What your seeing Fazz is another quirk of Sketchup. It applies everything as a separate material to the object. If you have slightly different shades of red it'll give you a material for each shade of red on the object. <br/>  <br/> In blender, if you go to the materials tab you'll see a list of materials that match all the names you see listed in Muvizu. You probably want to delete them all and re-apply just 1 or 2 new materials to the unique coloured areas of your model.]]></description>
<pubDate>Wed, 09 Oct 2013 13:57:48 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Jamie! <br/>  <br/> Thanks for the swift reply! <br/>  <br/> As the google warehouse and Sketchup has been the favoured choice of muvizu-ers for long and weary for object creation and reference I was looking to finding a way to convert Sketchup models to FBX <br/>  <br/> The main reason I was looking to this format over ase import was in the hope that objects would appear within muvizu without the weird shadowing effect that occurs. I know Fazz has shown a technique where the addition of an outline to objects built within Sketchup remedies this, but I was hoping that FBX would solve the anomaly without the faffing around. <br/>  <br/> I don't have Maya or 3dmax to play around with and I haven't touched blender before. To be honest I've made only a handful of objects within Sketchup. Object creation is something that I intend learn more of and I do know that FBX offers more than just objects, but for now I would just like to be able to import objects into Muvizu and have then displayed properly under the lights. If you can come up with a solution to this whether it is ase or FBX I'll be a happy camper! <br/>  <br/> Cheers <br/> D </div> <br/>  <br/>  <br/> That's no magic fix for this I'm afraid. Putting edge loops in and outlines as Fazz explained is part of the process to get your objects working nicely. The effect your seeing with the lighting and shading on the object comes from Sketchups limited options to set things such as normals and smoothing on the in the way that you would have proper control over how they show up in Muvizu. <br/>  <br/> The real benefit to using FBX is the additional material options you can use (<a href="http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines" target="_blank" rel="nofollow">http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines</a>). Ultimately wither you use ASE or FBX the model can only be rendered as good as you've made it to be and sketchup, while its a good tool, creates additional problems due to the way it hides vertices and automatically processes your object which all needs to be converted to a standard vertex defined model on export to ASE or FBX. <br/>  <br/> Sorry but there is no substitute for hard work and experience when it comes to making objects of the quality your wanting. <br/>  <br/> It can be done though, from Sketchup and from Blender / Maya / etc]]></description>
<pubDate>Wed, 09 Oct 2013 13:55:19 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Jamie! <br/>  <br/> Thanks for the swift reply! <br/>  <br/> As the google warehouse and Sketchup has been the favoured choice of muvizu-ers for long and weary for object creation and reference I was looking to finding a way to convert Sketchup models to FBX <br/>  <br/> The main reason I was looking to this format over ase import was in the hope that objects would appear within muvizu without the weird shadowing effect that occurs. I know Fazz has shown a technique where the addition of an outline to objects built within Sketchup remedies this, but I was hoping that FBX would solve the anomaly without the faffing around. <br/>  <br/> I don't have Maya or 3dmax to play around with and I haven't touched blender before. To be honest I've made only a handful of objects within Sketchup. Object creation is something that I intend learn more of and I do know that FBX offers more than just objects, but for now I would just like to be able to import objects into Muvizu and have then displayed properly under the lights. If you can come up with a solution to this whether it is ase or FBX I'll be a happy camper! <br/>  <br/> Cheers <br/> D </div> <br/>  <br/> Dreeko ive just had a little experiment with the sketchup to FBX thing. you can export a sketchup model as a COLLADA file and import it into Blender. and export from blender as a FBX file. i just tried on a simple chair model and it works but if you can understand all this texture info then you are a better man than me lol... see pic <br/> <a href="http://i.imgur.com/327m9N3.jpg" target="_blank"><img src="http://i.imgur.com/327m9N3.jpg" border="0"></a> <br/> urbanlamb is the expert on blender and may know what it all means <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Wed, 09 Oct 2013 13:42:06 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[<b>Workaround for attached objects turning white on save and open:-</b> <br/> <b> <br/> </b> <br/> When attaching an object to a character simply import the object normally - i.e. create &gt; import. Just stick it somewhere out the way. <br/> Then import the same object attached to your character and it will save and open OK. <br/>  <br/> It's a bit like that old textured skirt problem.]]></description>
<pubDate>Wed, 09 Oct 2013 13:36:36 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Jamie! <br/>  <br/> Thanks for the swift reply! <br/>  <br/> As the google warehouse and Sketchup has been the favoured choice of muvizu-ers for long and weary for object creation and reference I was looking to finding a way to convert Sketchup models to FBX <br/>  <br/> The main reason I was looking to this format over ase import was in the hope that objects would appear within muvizu without the weird shadowing effect that occurs. I know Fazz has shown a technique where the addition of an outline to objects built within Sketchup remedies this, but I was hoping that FBX would solve the anomaly without the faffing around. <br/>  <br/> I don't have Maya or 3dmax to play around with and I haven't touched blender before. To be honest I've made only a handful of objects within Sketchup. Object creation is something that I intend learn more of and I do know that FBX offers more than just objects, but for now I would just like to be able to import objects into Muvizu and have then displayed properly under the lights. If you can come up with a solution to this whether it is ase or FBX I'll be a happy camper! <br/>  <br/> Cheers <br/> D]]></description>
<pubDate>Wed, 09 Oct 2013 13:01:37 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[well ive had a play around for the last couple of days with the new version, heres my two p's worth. <br/> so far i like it alot. sets load faster for me, it might be my imagination but im sure its rendering faster for me. loving the hand held objects appart from two things... loosing textures on an imported hand object if ive changed a texture on that object (which is exactly the same thing that is still happening on using favourited objects that have had a texture change and saved <br/> <a href="http://www.muvizu.com/forum/topic2923-losing-textures-on-favorited-objects.aspx" target="_blank" rel="nofollow">http://www.muvizu.com/forum/topic2923-losing-textures-on-favorited-objects.aspx</a> ) the second thing is the lack of collapsible menus on the imported attachment main menu, it has the lovely scroll bar but if i have alot of textures on an object it shoots off the top of the screen and i cant get to the top of the menu to move it down. they are my only gripes so far. i havnt tried fbx objects because i dont really know anything about them as of yet. but all in all im loving it so far. i have gone back and remade the evil dead scenes already done using hand objects when needed and the difference it makes is to me is incredible. <br/> cheers muvizu dudes <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by fazz68 on 09/10/2013</em>]]></description>
<pubDate>Wed, 09 Oct 2013 12:26:00 GMT</pubDate>
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<title>Message from Lev_Dynamite</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>The bad.... <br/>  <br/>  <br/> <ul><li>I too have the "colours don't save on attached objects" like Ziggy - we could do with a patch for this ASAP please.</li><li>Not all FBX imports work - in fact most don't. I'm trying to work out the rules. I can always import the FBX into Autodesk and export again, but I may as well export as an ASE as they nearly always work. I have had multiple crashes of Muvizu when importing new FBX files, so save early !</li><li>I think the import for attached objects defaults to single sided. A lot of objects that import fine the normal way but end up with bits missing when imported to the body. Could we have the same import options as the normal import please </div>Would you be able to send over all relevant SET files, sample FBX files and anything else you think we'd need to reproduce this error ourselves here at Muvizu Manor to bugs@muvizu.com? Apologies if you've already done so, but I had a quick rake around the Inbox and couldn't see anything. Same goes for anyone who experiences any other issues which the perceive to be a possible bug - send us the details and files so we can try it too! No matter how detailed a description you give of a problem, nothing makes the lightbulb switch on over our heads like seeing it happen ourselves. <img src="images/smilies/smile.gif" border=0 /></li></ul>]]></description>
<pubDate>Wed, 09 Oct 2013 11:07:32 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Yeah,the FBX import feature seems to be a bit of a 'pig in a poke' ( <a href="http://www.urbandictionary.com/define.php?term=pig%20in%20a%20poke" target="_blank" rel="nofollow">http://www.urbandictionary.com/define.php?term=pig%20in%20a%20poke</a> ) <br/>  <br/> I am unable to successfully import anything decent in FBX. Some guidance in the form of a help file or tutorial to allow us to use it properly is essential. Stabbing around in the dark for the correct settings using various softwares is a time wasting pain in the arse to be honest!  <br/>  <br/> So, Muvizu HQ...How should we do this? How do you do this? and where are the examples showing so? <br/>  <br/>  <br/> D </div> <br/>  <br/>  <br/> Hi Dreeko, <br/> I've put some information on the wiki here <a href="http://www.muvizu.com/Wiki/wiki/86/fbx-collision-and-geometry-guide" target="_blank" rel="nofollow">http://www.muvizu.com/Wiki/wiki/86/fbx-collision-and-geometry-guide</a> and here <a href="http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines" target="_blank" rel="nofollow">http://www.muvizu.com/Wiki/wiki/85/fbx-material-guidelines</a> and we'll look into doing more tutorials to help with FBX. However, most of what can be told about FBX is specific to the modelling package you are using. The process to use Blender to generate FBX is totally different to the process you would use in Maya.  <br/>  <br/> What are you using to make your models? <br/>  <br/> The main reason an FBX fails is that there are to many vertices (the 65535 vertices limit of unreal, but in reality to get your model you work smoothly you need to be a bit lower than that) and / or you have weird holes or gaps in a model. <br/>  <br/> If you send your FBX files in we'll take a look and see if we can help with them.]]></description>
<pubDate>Wed, 09 Oct 2013 10:55:36 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>Dylly</b> wrote:<br/><div class='quote'>OK iiiiiiiiiiits daft question time! Can any of the dev team point me int' right direction for correct FBX settings (from either 3dsMax or Maya) when saving out a model ready for import into Muvizu? Seems to be working OK so far although I'm having probs with the odd artefact if FBX saved with no smoothing and a shed load of weirdness if I save and import a smoothed model. </div> <br/>  <br/>  <br/> I'm not familiar with maya or 3D max but I had a similar problem in blender, turned out my normals were double sided and once I turned that option off everything worked fine. I passed your message onto someone who knows Maya as well.]]></description>
<pubDate>Wed, 09 Oct 2013 10:45:10 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Yeah,the FBX import feature seems to be a bit of a 'pig in a poke' ( <a href="http://www.urbandictionary.com/define.php?term=pig%20in%20a%20poke" target="_blank" rel="nofollow">http://www.urbandictionary.com/define.php?term=pig%20in%20a%20poke</a> ) <br/>  <br/> I am unable to successfully import anything decent in FBX. Some guidance in the form of a help file or tutorial to allow us to use it properly is essential. Stabbing around in the dark for the correct settings using various softwares is a time wasting pain in the arse to be honest!  <br/>  <br/> So, Muvizu HQ...How should we do this? How do you do this? and where are the examples showing so? <br/>  <br/>  <br/> D]]></description>
<pubDate>Wed, 09 Oct 2013 09:57:25 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I've had a play this morning and can report the following..... <br/>  <br/> The good... <br/>  <br/> <ul><li>I have saved and opened a set which suffered from the "not licensed for this feature" error and it worked fine. Looks like that's fixed.</li><li>I have rendered out in 1080 which worked fine. I now understand what everyone is on about - these files are large. I suspect I will have to revert to my old workflow. TGA files just won't work for me I don't think unless we have separate directories, and even then I'm not sure.</li><li>I have imported FBX files successfully using the default export settings from Autodesk</li><li>I have successfully imported and used hand attachments. Like the idea of having different shaped hands - only just noticed this.</li></ul> <br/> The bad.... <br/>  <br/>  <br/> <ul><li>I too have the "colours don't save on attached objects" like Ziggy - we could do with a patch for this ASAP please.</li><li>Not all FBX imports work - in fact most don't. I'm trying to work out the rules. I can always import the FBX into Autodesk and export again, but I may as well export as an ASE as they nearly always work. I have had multiple crashes of Muvizu when importing new FBX files, so save early !</li><li>I think the import for attached objects defaults to single sided. A lot of objects that import fine the normal way but end up with bits missing when imported to the body. Could we have the same import options as the normal import please</li></ul> <br/>  <br/>  <br/> The undecided..... <br/>  <br/> <ul><li>I'm not sure how I will use the FBX importer. If I have to put everything through Autodesk then I may as well use ASE format. When you import FBX files they come in with standard collision and that's no good to me. I suspect I could work out how to get rid of collision with an FBX but after I have developed that little batch file to add ZiggyMesh to all .ASE files my workflow is pretty slick now.</li><li>"Object has more than 65335 faces" message (or whatever it is). Could we have a cancel import on that dialog please. You're pretty much always heading for trouble when that appears, but you have to wait for the whole thing to import or Muvizu to crash before you can move on. Most of the time I want to give up and redesign that object anyway so a cancel would save time.</li></ul> <br/>  <br/>  <br/> It's all good really.....]]></description>
<pubDate>Wed, 09 Oct 2013 09:35:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[I would still like to see the avi 2.0, wmv and an mpeg I know the first two are like not hard to do.  I already have a semi compressed "lossless" codec but i like paid for that one so it wont be helping anyone around here I just like 'options' .   <br/>  <br/> I can't wait to get on with my next video now i am curious as to how a scene I have been agonizing over is going to work in this new improved version of muvizu and the fact that FINALLY superman and his boss can hold the telephone and move is just well *happy dance*.  <br/>  <br/> tears mesh inanimate dudes out of my airplanes and replaces them with real muvizuzu dudes! <br/> <em>edited by urbanlamb on 08/10/2013</em>]]></description>
<pubDate>Tue, 08 Oct 2013 18:46:54 GMT</pubDate>
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<title>Message from Dylly</title>
<description><![CDATA[OK iiiiiiiiiiits daft question time! Can any of the dev team point me int' right direction for correct FBX settings (from either 3dsMax or Maya) when saving out a model ready for import into Muvizu? Seems to be working OK so far although I'm having probs with the odd artefact if FBX saved with no smoothing and a shed load of weirdness if I save and import a smoothed model.]]></description>
<pubDate>Tue, 08 Oct 2013 16:41:50 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Yeah, I'm currently running it on a laptop, which doesn't help! <br/> <em>edited by MrDrWho13 on 08/10/2013</em>]]></description>
<pubDate>Tue, 08 Oct 2013 16:34:06 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'><b>MrDrWho13</b> wrote:<br/><div class='quote'>Also, has anyone else found 1.2/play+ slightly slower than the previous one? <br/> edited by MrDrWho13 on 08/10/2013 </div> <br/>  <br/> Nope, it's faster for me.  The set I'm currently working on loaded up in just under 7 minutes in 1.1, and that's come down to 4.30 minutes in 1.2 </div> <br/> Hi Ziggy <br/> I meant lag. My version (64-bit Play1.2+) seems to be slower when I'm animating than the 64-bit 1.1 version. </div> <br/>  <br/> Ah, I got you.  No, seems about the same to me.  Depends what you're running it on though - any change in the software can be amplified by slower video cards, processors, etc.  And my PC is almost sentient these days <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 08 Oct 2013 16:19:54 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'><b>MrDrWho13</b> wrote:<br/><div class='quote'>Also, has anyone else found 1.2/play+ slightly slower than the previous one? <br/> edited by MrDrWho13 on 08/10/2013 </div> <br/>  <br/> Nope, it's faster for me.  The set I'm currently working on loaded up in just under 7 minutes in 1.1, and that's come down to 4.30 minutes in 1.2 </div> <br/> Hi Ziggy <br/> I meant lag. My version (64-bit Play1.2+) seems to be slower when I'm animating than the 64-bit 1.1 version.]]></description>
<pubDate>Tue, 08 Oct 2013 15:50:00 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[First bug - yay <img src="images/smilies/upset.gif" border=0 /> <br/>   <br/> On opening a saved set with a man character with chest object attached (a six sided box) I get the Data Missing error we had before - the box loses it's texture and reverts to white.  Yeah, that one again.]]></description>
<pubDate>Tue, 08 Oct 2013 15:33:15 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Yeah Berty, it's all about the 'uncompressed' bit - going straight into Vegas (you can re-render the shots out of Muvizu while you're still editing them in Vegas, which is just wierd but brilliant).  I know you only lose a little when you use any kind of compression, but, y'know, you <i>lose </i>and that's just not helpful <img src="images/smilies/smile.gif" border=0 />  Anyway, this is a moot point now as to use the full HD I have to switch to TGA sequences.  I wouldn't mind so much, it's just that I have to make directories for each shot... hang on, why can't Muvizu do that when I render each shot?  Please  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 08 Oct 2013 15:29:41 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Ziggy - I think the way I used to work would get round that 2GB limit. <br/>  <br/> I used to use the ffdshow codec (I think it was that one - all my codecs seem to have disappeared in Muvizu now and I'm not going to mess with them). This results in smaller AVI files (which would extend the 30 secs limit substantially). I then ran these through VirtualDub and output them uncompressed in AVI 2.0 as Vegas wouldn't load the ffdshow ones. <br/>  <br/> A total faff I do appreciate, but I think this would get round things - or am I missing something ? <br/>  <br/> FYI - I now just use uncompressed as these go into Vegas directly. 30 secs of video is a long, long shot for me and I have not hit this limit yet.]]></description>
<pubDate>Tue, 08 Oct 2013 15:21:43 GMT</pubDate>
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<title>Message from Mike_Num_5</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>output up to 18 billion Gb (which would just about be enough for me, I think <img src="images/smilies/smile.gif" border=0 /> ) </div> <br/>  <br/> lol! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 08 Oct 2013 13:27:31 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'>Also, has anyone else found 1.2/play+ slightly slower than the previous one? <br/> edited by MrDrWho13 on 08/10/2013 </div> <br/>  <br/> Nope, it's faster for me.  The set I'm currently working on loaded up in just under 7 minutes in 1.1, and that's come down to 4.30 minutes in 1.2]]></description>
<pubDate>Tue, 08 Oct 2013 13:00:00 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'>The 2GB limit is a result of the AVI 1.0 video format Muvizu outputs. It's not specific to resolution (try rendering a 640x480 uncompressed video for 20 mins and you'll hit that 2GB file limit as well). <br/>  <br/> There's 3 work arounds to the limit that you can use though - <br/>  <br/> 1. Render out up to 2GB (20 seconds per file or where ever you find that limit) and stitch them together in a video editor. Not Ideal. <br/> 2. Use a compression codec, Lagarith gives good results but eventually you'll hit that limit again. Not Ideal. <br/> 3. Render out a Targa Sequence. This will generate each frame as a single image file and means you'll never have an AVI file from Muvizu to hit any limit. You can open the Targa sequence in most video editors and then render a AVI (or any format video) from them. You also get a wav file for your audio output. This would be the ideal way of working. </div> <br/>  <br/> Thanks for the reply Jamie. <br/>  <br/> 1.  Can't do number one because, yes you could stitch each tiny segment together, but only if the characters don't move between renders and you can only ensure that by setting them to Don't Breathe, but the breathing option doesn't work (still). <br/>  <br/> 2.  Tried that one before, then got COM surrogate error messages every single time Windows accessed the folder where the vids where.  Never again! <br/>  <br/> 3.  My only option it seems - messy, as you'll end up with thousands of images to manage, but I'll go with it anyway.  The audio isn't a problem as I never use the audio output from Muvizu anyway. <br/>  <br/> One thought though - AVI 2.0?  Is there some reason you can't update the engine to output version 2 AVIs instead?  It's Direct Show compatible, and can (theoretically) output up to 18 billion Gb (which would just about be enough for me, I think <img src="images/smilies/smile.gif" border=0 /> )]]></description>
<pubDate>Tue, 08 Oct 2013 12:56:39 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Hmm, I take it back - you aren't limited to 30 seconds on 1080 output, it's more like 20 seconds and then you hit 2gb.  That's a shame, as such a harsh limitation makes it impractical for, well, anything much.  Be sticking with 720 for the moment until someone figures out how to make it work. </div> <br/>  <br/>  <br/> Hi ziggy, <br/>  <br/> The 2GB limit is a result of the AVI 1.0 video format Muvizu outputs. It's not specific to resolution (try rendering a 640x480 uncompressed video for 20 mins and you'll hit that 2GB file limit as well). <br/>  <br/> There's 3 work arounds to the limit that you can use though - <br/>  <br/> 1. Render out up to 2GB (20 seconds per file or where ever you find that limit) and stitch them together in a video editor. Not Ideal. <br/> 2. Use a compression codec, Lagarith gives good results but eventually you'll hit that limit again. Not Ideal. <br/> 3. Render out a Targa Sequence. This will generate each frame as a single image file and means you'll never have an AVI file from Muvizu to hit any limit. You can open the Targa sequence in most video editors and then render a AVI (or any format video) from them. You also get a wav file for your audio output. This would be the ideal way of working.]]></description>
<pubDate>Tue, 08 Oct 2013 10:38:29 GMT</pubDate>
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<title>Message from Mike_Num_5</title>
<description><![CDATA[Thanks for all the feedback guys! Keep it coming! <br/>  <br/> We hope you all enjoy the long awaited features and thank you again for all your patience over the years! <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> All the best, <br/>  <br/> -Mike.]]></description>
<pubDate>Tue, 08 Oct 2013 08:59:45 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Also, has anyone else found 1.2/play+ slightly slower than the previous one? <br/> <em>edited by MrDrWho13 on 08/10/2013</em>]]></description>
<pubDate>Tue, 08 Oct 2013 07:09:29 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Yeah, I've rendered my Doctor Who thingy, which was less than a minute if I remember rightly. However, it took up 4gb of space on my hard drive, and when attempting to upload through the website, the loading bar went backwards out of the box.]]></description>
<pubDate>Tue, 08 Oct 2013 06:57:30 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Hmm, I take it back - you aren't limited to 30 seconds on 1080 output, it's more like 20 seconds and then you hit 2gb.  That's a shame, as such a harsh limitation makes it impractical for, well, anything much.  Be sticking with 720 for the moment until someone figures out how to make it work.]]></description>
<pubDate>Tue, 08 Oct 2013 03:04:36 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<span style="color:#ffffcc">(well can someone tell me where this upgrade option is I have clicked all the menus and only am given an option to remove watermark this is an install from scratch it says "from the license management pane" but i see no such panel )</span> <br/>  <br/> /shrug where is said panel? <br/>  <br/> nevermind found it finally :/ <br/>  <br/> <span style="color:rgb(34, 34, 34)"><u><i>(accessed by clicking on the pink question mark in the top right hand corner of Muvizu:Play).</i></u></span> <br/>  <br/> I figured it would be more obvious i had to reread the blog to find the infos.  Also that clipboard thing caught me.  <br/>  <br/>  <br/> trust me to find all the wierd bits.. now hopefully the set i was working on will load without telling me something about downloading whatevers that is already on my desktop <img src="images/smilies/smile.gif" border=0 /> <br/> <em>edited by urbanlamb on 07/10/2013</em>]]></description>
<pubDate>Mon, 07 Oct 2013 23:00:21 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[no it was the full version <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I installed it over top of the old version so now i just removed all trace and am trying again.  I only had the option to pay per minute it wanted to download a custom set not any of the packs those all installed it didnt want to load me set with my two planes in it.. so let me try again after removing all trace]]></description>
<pubDate>Mon, 07 Oct 2013 22:56:24 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Was it the Lite version you downloaded, or the full one?  The full one works (and damn does it work - been attaching textured bits onto a Darth Vader man character and he looks bleedin' awesome so far!).  I know a 500mb download isn't for everyone, but if all else fails... <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 07 Oct 2013 22:47:27 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[Mine is acting wierd I can find now upgrade option and it gave me a message it had to download stuff when I tried to load a set .. <img src="images/smilies/smile.gif" border=0 /> <br/> So far no joy i am removing it all and clearning my registry maybe then I will get the right message.    Unless I am having a brain fart moment I can't find any way to upgrade it so far]]></description>
<pubDate>Mon, 07 Oct 2013 22:40:56 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Yeah, currently rendering a Doctor Who thing in 1080p and I realize it will take up 4gb or more. <br/>  <br/> WMV Would be a brilliant format to render in (probably better than that targa sequence thingy). <br/>  <br/>  <br/> That said, I love the option to render in 1080p. <br/>  <br/>  <br/> Thanks for the new features, <br/> MDW13]]></description>
<pubDate>Mon, 07 Oct 2013 20:18:59 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from urbanlamb</title>
<description><![CDATA[It would be great if they could add a couple of windows formats for example wmv there is a version that the quality is very good and it plays no matter the length.  I use this often for things.    Also an mpeg format would be good.   I have both these on "them other softwares" and rarely resort to these other formats as a result.  I dont think anyone can tell the difference in quality. <br/>  <br/> I also want to say thanks for doing this as its been very hard even with the superman project as of late due to what I had to do to stop it from being stolen as I had put money into rights for music and sound and needed to enter the dreaded content ID arena of youtube in order to chase downloads around.     I know that a price tag will upset many and theoretically the concept of money is something that could be done away with if the world leaders decided to.  Unfortunately until such a time as we enter the era of star trek where there is no money and everyone can access everything this had to happen. <br/>  <br/> I am by no means rich but at the end of the day if we want to keep muvizu and its parent company alive and working on this software something had to give.  I hope that muvizu makes bucket loads of money now enabling it to pour money into further development and hire more staff. <br/> <em>edited by urbanlamb on 07/10/2013</em>]]></description>
<pubDate>Mon, 07 Oct 2013 19:06:15 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic3070-muvizu-play-12-feedback-also-play.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[Oh yes.  Loads the sets I had troubles with no bother, and the other little touches are very appreciated ('switch to Direct' - see, it makes so much more sense that way!).  One persistent problem remains (a feature I use a lot, which is why I keep harping on about it) and that is the "Don't Breathe" character option seems to mean 'ignore that and keep breathing anyway'.  And assuming it did work, shouldn't that be the default option for the robot characters anyway? <br/>  <br/> One issue I have with Play+ is that, while it's great to be able to output 1080 video, the 2gb limit remains which limits us to 30 seconds of uncompressed video at a time.  I can work around that, sure, but isn't there something we can do to create larger vids without having to resort to this?  I know larger media files play on PC, I have a few 4 and 5 gig films that play just fine, so it must be possible somehow... <br/>  <br/> Anyway, great update for all manner of reasons <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 07 Oct 2013 19:01:30 GMT</pubDate>
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