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22/06/2016 12:45:55

primaveranz
primaveranz
Posts: 520
Is there any way to get the actor to just lie on his back in bed and put a sheet over him as if he is a very sick patient? Or will I have to make a dummy myself and import it?
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22/06/2016 13:27:08

Machiya
Machiya
Posts: 16
You could model a bed with sheet and 'bump for body'. Then lie the character down at 30deg so only head shows (using a pose that pulls the arms and legs out of the way during recording). Might be a previz option ie. before defaulting to green screening the body out.

G
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22/06/2016 15:56:16

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
primaveranz wrote:
Is there any way to get the actor to just lie on his back in bed and put a sheet over him as if he is a very sick patient? Or will I have to make a dummy myself and import it?


funny you should mention that... Ziggy just solved that problem. Maybe he will elaborate. ;-)
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22/06/2016 18:25:31

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Yeah Primaveranz, is it this kind of thing you mean?
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22/06/2016 18:43:59

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
Yeah Primaveranz, is it this kind of thing you mean?

Holy smokes, that's incredible!
How long did it take to model that?
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22/06/2016 19:31:17

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Erm, a couple of minutes... Big Grin See, in 3d Coat, you can just 'drop' a sheet of 'cloth' over something (in this case PatMarr's body template) and it conforms to the shape for you. Simples!
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22/06/2016 19:39:53

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
Erm, a couple of minutes... Big Grin See, in 3d Coat, you can just 'drop' a sheet of 'cloth' over something (in this case PatMarr's body template) and it conforms to the shape for you. Simples!


this is why I like to collect all kinds of animation and modelling tools, because you never know when your workaround might need some obscure feature that only one bit of software can do. Cool trick that 3D coat can do with the conforming sheet. I've never seen that feature in any other software.

Regarding Ziggy's ability to create this in minutes: That's why he's a Mogul. ;-)
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22/06/2016 19:54:17

primaveranz
primaveranz
Posts: 520
ziggy72 wrote:
Yeah Primaveranz, is it this kind of thing you mean?


It soitenlee is!
Is there a way to extract the 3D mesh for one of the Muvizu dummies into a modelling tool, or do you have to create it from scratch?
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22/06/2016 20:21:16

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
PatMarrNC put up a female character template model a little while ago on one of the forum threads (can't remember which one or where - I'm sure Pat will be kind and repost the link). It's just a basic Muvizu type character blank in OBJ format, which is pretty standard. It's a good baseline to model anything from that has to conform to the Muvizu dimensions.

Edit : Found it https://www.dropbox.com/s/w0i9cuqrv1u2ivd/woman.zip?dl=0
edited by ziggy72 on 22/06/2016
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22/06/2016 22:49:01

Rocque
Rocque
Posts: 359
What is OB format? I apologize for being uneducated in all of this for now.
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22/06/2016 23:05:08

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
Rocque wrote:
What is OB format? I apologize for being uneducated in all of this for now.


Hey Rocque... no need to apologize for asking questions! That's what forums are all about! And although it's true that many forums are full of people who berate others for asking what they consider to be "stupid questions" this is definitely NOT one of THOSE forums!

OBJ (Oh Bee Jay) format is an old and well-established file format for 3D models which has been around long enough that it's become one of the widely supported formats that can be used to move models from one program to another. If a 3D program supports only a handful of formats, chances are good that one of them is the OBJ format.

For that reason, when people want to make models available in a format that lots of people can open in their own favorite modelling program, OBJ is a good choice.
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22/06/2016 23:10:52

primaveranz
primaveranz
Posts: 520
Thanks for the link and thanks Pat! I will use it as a guide for the proportions for my Male patient.
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22/06/2016 23:25:23

Rocque
Rocque
Posts: 359
Thanks, Pat. I learn more than one new thing every time I use Muvizu or something related to it. If I wanted your new female character, then would I have to have a 3D modeling program to use it? Or, will it just open in Muvizu?
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23/06/2016 00:10:17

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
primaveranz wrote:

Is there a way to extract the 3D mesh for one of the Muvizu dummies into a modelling tool, or do you have to create it from scratch?


The quick answer is "no, we can't export a character mesh from Muvizu"

But having a model of each character that can be brought into a modelling app at the correct size makes it a lot easier to create accessories for the characters. A set of models has been wished for by many of us in the past. I set out to create a full set of OBJ models, but I got distracted by life after finishing only a few.

In my opinion the "collective cleverness" on this forum is pretty high, and I suspect that if we put our heads together we could probably think up a better way to do it than the way I'm doing it (manually).

Autodesk offers a free online service which generates a 3D model from a series of about 60 images taken all around a subject. The utility is named 123DCatch.

I tried to pan a camera around a character and save the output as PNG, but that generated more than the max number of images. So I wrote a batch file to delete the extra images so I ended up with a symmetrical sample and the right number of images.

But it failed to generate a 3D model because
1) the images were too low-res and
2) I didn't have "identifiers" built into the character's skin. Identifiers are a series of randomly placed dots or characters on the surface of an object that provide a reference so the algorithm can join the photos together at the right place

I think if somebody tries this experiment again and uses higher res output for the images and creates a skin for the character with dots, numbers, letters or other identifiers that help to sew the images together, it should be possible to GENERATE nearly perfect 3D models from these characters.

more info here: http://www.123dapp.com/catch

whoever finally figures this out will have my respect forevermore
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23/06/2016 00:19:06

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
Rocque wrote:
Thanks, Pat. I learn more than one new thing every time I use Muvizu or something related to it. If I wanted your new female character, then would I have to have a 3D modeling program to use it? Or, will it just open in Muvizu?


It won't open in Muvizu. The only 3d formats that open in Muvizu are ASE and FBX.

The OBJ files are useful only in a 3D modelling program where you need to make something like a helmet that fits one of the characters... (You can fit it to the OBJ model)... or in the case of Ziggy's project, he used the model to help form the shape in the sheet.

Without having something the right size for fitting, you end up blindly making an item, importing it to Muvizu, seeing that it isn't the right size and/or orientation, going back and resizing blindly until after a bunch of tries you end up with something that works. Having a reference model saves a few steps.

Then, whatever gets created in the 3D program can be saved in the FBX or ASE format for use in Muvizu. Make sense?
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23/06/2016 00:22:20

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
primaveranz wrote:
Thanks for the link and thanks Pat! I will use it as a guide for the proportions for my Male patient.


there's also a model for the Fat Man character: https://www.dropbox.com/s/6iwgk5z64hjrdo8/fat%20man.zip?dl=0

more to come (but probably not until fall when the live music scene slows down )


update:
here's one for Beefy (sized for FBX) : https://www.dropbox.com/s/exq857jm5pk8m32/beefy.obj?dl=0

these are only reference models to get you in the ballpark. Certainly NOT finished models suitable for anything other than sizing other items to the same scale.
edited by PatMarrNC on 23/06/2016
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23/06/2016 02:41:15

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
@ PatMarrNC Good Beefy shape, thanks again Pat!

@Primaveranz If you need a similar shape made (to the operating one) I'll do it for you, just PM me the details.
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23/06/2016 03:40:37

primaveranz
primaveranz
Posts: 520
Thanks Ziggy, do you do all the texturing and rendering using 3D Coat?
The visual quality of your screenshots always look better than anything I can achieve in Muvizu.

And thanks for the Fat Man Pat
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23/06/2016 03:54:08

Rocque
Rocque
Posts: 359
PatMarrNC wrote:
Rocque wrote:
Thanks, Pat. I learn more than one new thing every time I use Muvizu or something related to it. If I wanted your new female character, then would I have to have a 3D modeling program to use it? Or, will it just open in Muvizu?


It won't open in Muvizu. The only 3d formats that open in Muvizu are ASE and FBX.

The OBJ files are useful only in a 3D modelling program where you need to make something like a helmet that fits one of the characters... (You can fit it to the OBJ model)... or in the case of Ziggy's project, he used the model to help form the shape in the sheet.

Without having something the right size for fitting, you end up blindly making an item, importing it to Muvizu, seeing that it isn't the right size and/or orientation, going back and resizing blindly until after a bunch of tries you end up with something that works. Having a reference model saves a few steps.

Then, whatever gets created in the 3D program can be saved in the FBX or ASE format for use in Muvizu. Make sense?



Yikes! I do not think I will be ready for anything like that in this lifetime. I will be sticking with the basics for a while, and seeing what I can do there. Thanks for sharing though.
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23/06/2016 03:56:46

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
@ PatMarrNC Good Beefy shape, thanks again Pat!


And thanks for the Fat Man Pat


You're both quite welcome! I was tickled to see how Ziggy used the female model, and I look forward to seeing how others might use these and the other models in the pipeline!
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23/06/2016 14:23:32

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:
primaveranz wrote:

Is there a way to extract the 3D mesh for one of the Muvizu dummies into a modelling tool, or do you have to create it from scratch?


The quick answer is "no, we can't export a character mesh from Muvizu"


Well, actually there is. With a program called umodel. You can use that to explore the upk files in Muvizu Play/MuvizuGame/Content/Packages/
from there you can export meshes as psk file and for that is a blender plugin to import the model. It does only import the static mesh. I could not find any props or hair, but I did extract fatman's body as well as the skeletal.

Look here for more information:
http://www.gildor.org/en/projects/umodel#files

blender plugin:
https://github.com/Befzz/blender3d_import_psk_psa
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23/06/2016 14:42:29

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
awesome Ikes!

Since you already know how to do it, any chance you'd be willing to extract the basic mesh for each of the Muvizu characters and post the collection somewhere in OBJ format?

For the purpose intended, details don't matter.. just the basic shape and size.

====update=====

Wow, I just DL both files and briefly read thru the information... this is great! The implications are that not only can we get basic models of the current Muvizu characters, but same goes for any future characters, since they'll always be made for the Unreal engine!

We need to get this info in a WIKI because it will come up again...

Ikes, you da MAN!! Thanks for being smart enough to know about both of these products, and double thanks for sharing your knowledge instead of hoarding it!
edited by PatMarrNC on 23/06/2016
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23/06/2016 15:08:57

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:
awesome Ikes!

Since you already know how to do it, any chance you'd be willing to extract the basic mesh for each of the Muvizu characters and post the collection somewhere in OBJ format?

For the purpose intended, details don't matter.. just the basic shape and size.


Yeah, I will see what I can do. I will just import the mesh in blender, position it on the skeletal and export it as an OBJ. I will also save the blender file, so you can pose the model in blender in pose mode. I'm not sure if it is in the right size. You will have to experiment with that yourself.

I have extracted the default actors and uploaded them here as OBJ and blender:
www.ikes.nl/downloads/muvizu_default_meshes.zip
edited by ikes on 23/06/2016
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23/06/2016 15:45:18

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Ikes, I could kiss you.


This is the back door to all the assets, not just the characters. Can't open any of the content packs though, just crashes out the Umodel program. But the really good bit is the skeleton of the character is still intact inside blender, so you can pose them to match the animated ones. Still working out how to do that bit, but it's okay because I can just export just this T pose as is, bring it into 3d Coat, and repose it in there (organically) and resculpt it. Regardless, Ikes, you da man Big Grin

Edit : Pose mode in blender (duh my bad) lets you rotate and scale the skeleton using the existing joints. Awesome potential to make things, like the bottom half of someone just sitting on the ground...
edited by ziggy72 on 23/06/2016
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23/06/2016 16:01:26

ikesMuvizu mogul
ikes
Posts: 282
Thanks Ziggy!

Indeed not every upk file is able to read with umodel, and the newer actors seem to consist of loose parts, like head, hair, legs, etc.
I did not have the time to look through every file yet. Also from some files you can extract the textures.
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23/06/2016 16:06:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
primaveranz wrote:
Thanks Ziggy, do you do all the texturing and rendering using 3D Coat?
The visual quality of your screenshots always look better than anything I can achieve in Muvizu.

And thanks for the Fat Man Pat


Sorry, missed this one - I've only recently got 3dCoat and all rendering is done inside Muvizu as normal. The apparent quality of the screenshots is down to (I reckon) understanding that the default environmental settings are a bit crap. I've listed this before, but I'll do it again :

With lighting turned on...
Edit > Edit Environment
Ambient Light - both to zero (and then later raise as needed)
Shadow > Shadow Mode - Custom

Sliders
Ambient Light Intensity - zero
Individual Shadow Intensity - 100
Shadow Sharpness - 100 (or less if your video card is weaker)

Now when you create a light, and edit it's properties, always set to :
Shadow > Shadow Merging > change to Cast Individual Shadows

...unless you don't need more shadows, in which case the default light shadow setting is fine.

And that's it, that's what I always do with every video - I go from no lighting to complete lighting by starting with a shadow system that works the way you'd expect, rather than the random, directionless blobbyness of the default Environmental settings. Hope that helps someone
edited by ziggy72 on 23/06/2016
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23/06/2016 17:11:16

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I can control them at last! Well, not really - it's just a static mesh, but it's a great base to work from (and very accurate, of course).



Hats off to Ikes for pointing us in the right direction

And apologies to Primaveranz, I seem to have hijacked your thread! but hey, it's lead to something positive - whatever position you want the patient to lie in, it can be done much more convincingly now
edited by ziggy72 on 23/06/2016
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23/06/2016 17:21:20

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
I can control them at last! Well, not really - it's just a static mesh, but it's a great base to work from (and very accurate, of course).

I have a feeling this is the beginning of some cool new stuff!

Hats off to Ikes for pointing us in the right direction

Absolutely! I feel like we should be singing "for he's a jolly good fellow" and carrying him around on our shoulders as we squirt champagne at him, or something like that!

And apologies to Primaveranz, I seem to have hijacked your thread! but hey, it's lead to something positive - whatever position you want the patient to lie in, it can be done much more convincingly now


when something this big gets revealed, its appropriate to hijack a thread! And Primaveranz got his question answered before all this came up, so it's all good!
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23/06/2016 17:24:32

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
the upshot of all this is that, with models, UV maps and keyframing, we can now create all those moves that were never before possible with standard actions.

Ikes, PM me an address and I'll send you some money. You just saved me a month or more of my life that I won't have to spend making models manually!
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23/06/2016 17:30:33

drewiMuvizu mogulExperimental user
drewi
Posts: 298
ikes it looks really good......The link to the zip doesn't work
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23/06/2016 17:32:26

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ikes wrote:

I have extracted the default actors and uploaded them here as OBJ and blender:
www.ikes.nl/downloads/muvizu_default_meshes.zip

Ikes,
what ZIP program and version did you use to create this archive? I downloaded it but my version of 7ZIP doesn't know how to extract it
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23/06/2016 17:33:43

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
drewi wrote:
ikes it looks really good......The link to the zip doesn't work

I had to right click on the link and select SAVE AS... which did allow me to save it. Unfortunately my zip program won't open it.
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23/06/2016 17:40:11

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
PatMarrNC wrote:
the upshot of all this is that, with models, UV maps and keyframing, we can now create all those moves that were never before possible with standard actions.

Well, it sure makes it easier. Even a static mesh, posed right, can look good enough to fool the audience into thinking it's a part of the 'living' character.
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23/06/2016 18:17:30

ikesMuvizu mogul
ikes
Posts: 282
PatMarrNC wrote:


Ikes,
what ZIP program and version did you use to create this archive? I downloaded it but my version of 7ZIP doesn't know how to extract it


Uh, I just packed it in windows 7 by rightclicking the folders and "copy to zip"? No idea why you can't open it.
I've just also packed it as rar, maybe you can open that...
http://www.ikes.nl/downloads/muvizu_default_meshes.rar

Thanks everybody for the compliments, I'm glad this opens up new posibilities.
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23/06/2016 19:54:20

Machiya
Machiya
Posts: 16
Great job on and all.

I was just looking to see if you could use these meshes to 'paint on'. Alas, it has a different set of Uvs and ID_Textures.

Not sure I have the skills to unwrap a set of UVs to match the costume templates on the website?



Gary
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23/06/2016 20:06:13

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
the RAR file worked! Thanks!

I don't know where you found all these models! I installed the UMODEL program, but I could only get it to load the blob, a man, a woman and Rosie's head.
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23/06/2016 20:10:01

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Extracted and prepped as FBX models.



I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.
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23/06/2016 20:13:42

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
Extracted and prepped as FBX models.



I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.

but... a set is useless because the characters are for sizing in external programs right?
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23/06/2016 20:19:08

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Dude, have you ever tried to make something in a 3d package and then try to get it to match the dimensions/curves of a character? It ain't easy, and the characters move, and you have to put them into poses to see what's happening... This set just keeps them nailed in place in a nice, easy to see pose when creating new attachments.

Ikes upload is what you need it you want to edit them directly, yes, my set is just a quick reference, essentially.
edited by ziggy72 on 23/06/2016
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23/06/2016 20:20:24

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
Dude, have you ever tried to make something in a 3d package and then try to get it to match the dimensions/curves of a character? It ain't easy, and the characters move, and you have to put them into poses to see what's happening... This set just keeps them nailed in place in a nice, easy to see pose when creating new attachments.

Ah I see!
Can you link the FBX models with the set?
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23/06/2016 20:20:36

drewiMuvizu mogulExperimental user
drewi
Posts: 298
ah!... the zip link has got the muvizu page bit before ikes www location
this makes more link click sense.

www.ikes.nl/downloads/muvizu_default_meshes.zip

rar link works ok too.
edited by drewi on 23/06/2016
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23/06/2016 20:22:19

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ikes wrote:
PatMarrNC wrote:


Ikes,
what ZIP program and version did you use to create this archive? I downloaded it but my version of 7ZIP doesn't know how to extract it


Uh, I just packed it in windows 7 by rightclicking the folders and "copy to zip"? No idea why you can't open it.
I've just also packed it as rar, maybe you can open that...
http://www.ikes.nl/downloads/muvizu_default_meshes.rar

Thanks everybody for the compliments, I'm glad this opens up new posibilities.


Windows is hopeless at making ZIP files, I think it just put the shortcuts to the files in the zip (which explains why it was only 2k in size). The RAR works fine though.
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23/06/2016 20:25:08

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
MrDrWho13 wrote:
ziggy72 wrote:
Dude, have you ever tried to make something in a 3d package and then try to get it to match the dimensions/curves of a character? It ain't easy, and the characters move, and you have to put them into poses to see what's happening... This set just keeps them nailed in place in a nice, easy to see pose when creating new attachments.

Ah I see!
Can you link the FBX models with the set?

I will put the FBX version up on Onedrive. You know, with these models I can finally make Sinister put his hands down and use him for something. First task is to create a sitting position for the main characters, that one always bugged me.
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23/06/2016 20:28:54

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ziggy72 wrote:
I can finally make Sinister put his hands down and use him for something.

Please! Sinister is really well designed the the floating hands just look so strange!

Edit: Any chance of a dodgy mod to create custom actions?
edited by MrDrWho13 on 23/06/2016
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23/06/2016 20:29:40

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
ziggy72 wrote:
Extracted and prepped as FBX models.



I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.

Ziggy, where did you get Sinister, Beefy, Blob and Rosie? And the Asian characters? They aren't in the RAR file....
edited by PatMarrNC on 23/06/2016
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23/06/2016 20:37:31

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
MrDrWho13 wrote:
ziggy72 wrote:
I can finally make Sinister put his hands down and use him for something.

Please! Sinister is really well designed the the floating hands just look so strange!

Edit: Any chance of a dodgy mod to create custom actions?
edited by MrDrWho13 on 23/06/2016


You have to remember I just mean making Sinister's top not visible and replacing the top body with a static model (with hands lowered!) - custom actions are still not possible, even with these tools, due to the limited import options in Muvizu for FBX.
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23/06/2016 20:40:39

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
PatMarrNC wrote:
ziggy72 wrote:
Extracted and prepped as FBX models.
I will put this set into the store (free, of course) so you can use it for reference if you don't want to have to extract the figures yourself.

Ziggy, where did you get Sinister, Beefy, Blob and Rosie? And the Asian characters? They aren't in the RAR file....
edited by PatMarrNC on 23/06/2016


I just went through the list. I don't know how to get the skeleton to work for those (hero) characters within blender (due to my lack of knowledge as to how to recombine all the bits) so I just compiled them together as only meshes, and then joined their bits together as one model. I don't have the Asian character addon.

Anyway, let's continue this over here : http://www.muvizu.com/forum/topic5765-base-character-reference-models.aspx?p=f#post31099
edited by ziggy72 on 23/06/2016
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23/06/2016 22:32:05

primaveranz
primaveranz
Posts: 520
So could you download a mesh, remove the head (presumably you'd need to keep the same number of vertices) and replace the one in the Muvizu folder to have a headless actor? You'd have to switch that mesh in and out to get the original back of course.
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23/06/2016 22:33:43

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
primaveranz wrote:
So could you download a mesh, remove the head (presumably you'd need to keep the same number of vertices) and replace the one in the Muvizu folder to have a headless actor? You'd have to switch that mesh in and out to get the original back of course.


You could try but this sounds like the sort of thing that would cause a crash. I'd be interested to see how it goes though.
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23/06/2016 22:34:08

primaveranz
primaveranz
Posts: 520
ziggy72 wrote:


And that's it, that's what I always do with every video - I go from no lighting to complete lighting by starting with a shadow system that works the way you'd expect, rather than the random, directionless blobbyness of the default Environmental settings. Hope that helps someone
edited by ziggy72 on 23/06/2016




This is gold dust! Thanks Ziggy
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23/06/2016 22:52:06

primaveranz
primaveranz
Posts: 520
MrDrWho13 wrote:

You could try but this sounds like the sort of thing that would cause a crash. I'd be interested to see how it goes though.


It probably contravenes all sorts of usage rules too (maybe Muvizu Staff could comment on this?). I don't think I'll try it at the moment as I am in the middle of a potentially extended project
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23/06/2016 23:56:53

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
primaveranz wrote:
So could you download a mesh, remove the head (presumably you'd need to keep the same number of vertices) and replace the one in the Muvizu folder to have a headless actor? You'd have to switch that mesh in and out to get the original back of course.

Mandy's head is separate from her body, so her head is a separate mesh. You could presumably import the head into something, edit it, and save it back out as a UPK file (I don't know for sure how you'd do that) but what about the skeleton? It's tied to the head mesh, and physically changing any of the source Muvizu files is not a good idea for any number of reason. I wouldn't advise trying it that way - better to just create her head as a standalone object.
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24/06/2016 01:25:10

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
I'm already envisioning a jar with Mandy's head in it.... Xs on her eyes....
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24/06/2016 02:13:21

primaveranz
primaveranz
Posts: 520
ziggy72 wrote:
... better to just create her head as a standalone object.


I realised I was cross-posting (between my own threads ) . What I was wanting here was a headless body so a transparent bottle can have legs rather than a bodyless head

But I do want a sick patient too
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