braj - all messages by user

2016/3/2 9:10:16
Need help with a bathroom scene.... Oh and the blend file is just the Blender file if you need it, it isn't to be imported to Muvizu.

Oh, and you add it as a waist accessory, then nice it into place.
edited by braj on 02/03/2016
2016/3/2 9:09:29
Need help with a bathroom scene....

https://dl.dropboxusercontent.com/u/9300947/ToiletPantsModels.rar

It will probably throw an error for some reason I don't have time to investigate, and the texture is literally terrible but I added it just so Muvizu would allow an image, I would switch it to a color personally. I think it would do in a pinch. That's a joke BTW.
2016/3/2 2:00:20
Importing FBX with doube-sided polys? Thanks Pat, but I've got sooooooo much work to do. Even with Muvizu making much of it easy, it can't help with writer's block or straight fright. I have a lot of respect for Pixar is all I can say.
2016/3/2 1:29:55
Global scale option OK, well, I did a test, I think it looks OK, this is a castle I'll be using with a character reduced to the smallest possible in Muvizu, for these sorts of establishing scene, I think the textures are OK. So I think I have my solution, this will be an island surrounded by mountains in the heart of an ancient volcano, where a dragon lives with a werewolf. No mountains yet, everything is a work in progress with me.

2016/3/1 22:28:16
Global scale option ziggy72 wrote:
You can't turn the clipping off on the skydome - that's the edge of the (Muvizu) universe. You can reduce collision in the models to allow you to poke them through the skydome - for backdrops close to the edge I sometimes just a low collision cube, stretched out like a backdrop, with only one face showing anything. I can poke it through the skydome up till I hit the collision box.


Ah I'll work on that. But I've had castles with tiny .001 scale collision that get all messed up because they are too tall. And using Muvizu's backdrops still get stuck in the sides. One thing I was considering is just shrinking the scale of everything else, though I don't know properly what that would do in practice, it would be hard to keep everything in proper perspective I think when working with large scenes, and cameras may get wacky because of the scale.
2016/3/1 22:24:04
Importing FBX with doube-sided polys? I think I need to add larger mountains in the background outside of Muvizu. I say it often, but thanks Muvizu for TARGA layered output.
2016/3/1 22:22:31
Importing FBX with doube-sided polys? Yeah, the whole thing needs work. Scrolling across transparent objects shows some frames miss the transparency, I am going to have to plan shots carefully to make the most out of the environments. But mostly I was trying to get some varied topography, Muvizu is otherwise very flat, so I wanted it to feel believable that he is going into the hills, heading for the mountains, and I wanted to see how my sheep look too
2016/3/1 20:45:18
Feb 2016 release feedback/bugs MrDrWho13 wrote:
braj wrote:
There's an issue with using cameras for animating textures: the cameras don't show up in the list when you try to choose them, but you still can click where they should appear and you will see them. But if you try and edit it after the fact, it may not let you, since somehow Muvizu doesn't think it has anything loaded apparently.

Also, transparencies in saved FBX objects do not show when loading the object from a saved file or favorites. You see the alpha channel as black or white, not transparent. I have to reload objects with transparencies each time I load a project.
edited by braj on 01/03/2016

I think you should send this in to support since that'll be faster than them finding this on the forum: http://www.muvizu.com/Support


Just did that, thanks for the suggestion. I thought this feedback thread would be watched closely though, no?
2016/3/1 20:41:56
Feb 2016 release feedback/bugs There's an issue with using cameras for animating textures: the cameras don't show up in the list when you try to choose them, but you still can click where they should appear and you will see them. But if you try and edit it after the fact, it may not let you, since somehow Muvizu doesn't think it has anything loaded apparently.

Also, transparencies in saved FBX objects do not show when loading the object from a saved file or favorites. You see the alpha channel as black or white, not transparent. I have to reload objects with transparencies each time I load a project.
edited by braj on 01/03/2016
2016/3/1 20:36:28
Importing FBX with doube-sided polys? Here's a bridge screentest I worked on yesterday:


edited by braj on 01/03/2016
2016/3/1 20:35:12
Importing FBX with doube-sided polys? Yeah, I wish I could afford Poser Pro, just the standard version for me though, but with the morph brush and imagination, you can get lots of new characters and objects that way too. And yeah, some models just won't work for whatever reason, but I've been getting lots done now that my process is better sorted. I'm using low poly models to start with, for the most part anyway, so that isn't a big issue, I can do poly reduction in Blender as well, and fix flipped normals and whatnot. But I will keep waiting for a deal on the Pro version, maybe when 12 comes out I will be able to find 11 Pro for a reasonable price. For $500 though, I may be better served getting the iClone pipeline package.
2016/3/1 19:13:50
Importing FBX with doube-sided polys? I just wanted to add, anyone using Poser, OBJ export works better getting the objects out. The only issue is textures, so you need to save off the textures if they don't get exported with the OBJ. Also, in the object properties tab in Poser, set it to force backside polys, then it will show up in Muvizu with better handling of backside faces. I haven't figured how to force this in Blender yet, beyond duplicating and flipping normals, but that doesn't work when importing to Muvizu. Anyhow, now I can consistently get just about any model in Poser out to Muvizu, which is really really cool.
2016/3/1 19:09:05
ASE plugin OK, how about this: please include more FBX import options, particularly double sided normals. It is just incredibly helpful when working with props, anything to make getting stuff into Muvizu, the better.
2016/3/1 19:05:18
Global scale option I find myself needing to reduce character sizes when working with large props to get them to a scale that can fit in Muvizu, it would be really great if we had some sort of global scale, maybe just for characters to adjust their relative size. Alternately, if there were a way to turn clipping in the skydome off, we would be able to get objects to the margins of the scene better, allowing larger structures. I imagine that is easier to implement. Basically, I want to use bigger, taller props. I am making scenes with mountains, castles and stuff.
2016/2/29 21:40:49
ASE plugin I wish there were an ASE exporter for Blender that worked with the latest builds. Muvizu gives more options on import for ASE than FBX, like forcing double-sided normals, which is incredibly handy. It is bewildering how to get it to work consistently with FBX, there seems some magic faeries live inside Blender that decide when it will work or not.
2016/2/29 20:31:51
Muvizu water and Chinese History set So, I just wanted to show using the Chinese History canal panels can create a quick animated water effect that you can tune via the Water object's properties panel to change the colors. You can get many shades for water this way, and it is animated based on reflections on the source in the environment. You have to angle the panel away from the environment lights that cast a big glare and make the tiling more obvious, but I think it gives a dent effect. Just another way to do water. I wish we could adjust the overall tile sizing though, for a boat scene I'll need minimal objects , so I don't think having larger tiles would not be a performance issue. Anyhow, I'm still hoping they can release the water effect as a simple floor backdrop, or in the ground settings themselves, as I think this is the most dynamic, realist effect available within Muvize for this sort of thing. I'm going to try using it for a 'magic mirror' as well.

https://dl.dropboxusercontent.com/u/9300947/Muvizuwatertest.mp4
2016/2/29 19:15:52
Sheep? Well, if anyone remembers Fractured Fairy Tales I am going for something like that. And some kid's stories I heard over and over with my son when he was little, like a kid's stand up comedian, I never got his name. Then every night before bed, I tell my wife some story I make up on the spot from this little fantasy world to put her to sleep. She is my story development muse. A little LOTR never hurt anybody I was thinking how to do some mountain scenes actually, that will be a challenge to get some feeling of scale.
2016/2/29 11:36:54
Sheep? I think it is reasonable as a background prop. For that probably I don't need to do anything more.
2016/2/29 11:33:54
Sheep? Well, the sheep I was looking at were too realistic, and since they would be static in the Muvizu world anyway, I went ahead and made a simple model, tomorrow I'm going to make a head rig that you can put Muvizu eyes on and see how that looks. I'll have to change the sheep eyes I have here though, the Muvisu ones are very close together. But for anyone interested, and until I can make something better, you can get it here:

https://dl.dropboxusercontent.com/u/9300947/Sheep.fbx


edited by braj on 29/02/2016
2016/2/29 9:44:40
Annoying bug with keyframe camera Yeah, I couldn't fix it. I would say avoid overly complex movements, but even when I tried to fix it with a straighter path, it still got all messed up.
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