glasgowjim - all messages by user

2011/3/18 18:07:32
Wrong english The difference in languages doesn't make any functional difference - all of the names are hidden in the final output - so why request it? Does the difference in spelling really bother you that much?

On the subject of English actors; Ian McShane got a lot of abuse about having a bad American accent in Deadwood - people seemed to forget that he was playing an Englishman who had lived in America for most of his life.

Other characters referring to him as a "Limey" should have been a giveaway.........
2011/3/9 15:55:12
Jim's last day Thanks for the kind words everyone, I will definitely miss it here - although I will be popping into the forums as much as I can to help the transition to the new tester.

Only one Baldy? If the blokes from this office went out on a bright day passing aircraft would be dazzled by the glare!

-Jim.
2011/3/9 10:06:10
Just saying hello Welcome aboard Danimal - I hope you enjoy Muvizu.

For those of you who are enjoying Charlie's Charlie stories you might like this:

http://ca.kotaku.com/5779873/tiger-blood-energy-potion-brings-out-the-raving-lunatic-actor-in-you
2011/3/7 15:00:42
Walking on the Water Hi Geoff,

I liked the video - and the tune - although it can take a day or so for videos to show up because we need to wait for YouTube to share it and it also needs to be manually moderated by someone in the office which can only be done Monday-Friday.

Keep 'em coming

Take care,
-Jim
2011/3/4 14:14:45
synchronised chaaracter movement Hi again Geoff,

At the moment you need to record each character separately - although you can align the animations more easily with Cue Points.

The devs are looking into copy/pasting timelines and other ways to make this easier - but it might be a while before it's in.

Take care,
-Jim.
edited by glasgowjim on 04/03/2011
2011/3/4 10:56:09
A Few Suggestions Thanks for the suggestions Peter,

The devs keep a close eye on the forums and will definitely look at them.

Take care,
-Jim.
2011/3/3 15:37:49
Wobbling Imports Hi Geoff,

Have you tried making your own collision for the objects? It makes a massive difference and can be relatively straightforward, if you don't mind using a text editor to edit objects:



Take care,
-Jim
edited by glasgowjim on 03/03/2011
2011/3/3 14:31:56
Bizarre news reports I don't know if any of you have heard of this, but the Taiwanese organisation Nma have started making animated news stories when there is no footage available:

http://www.youtube.com/user/NMAWorldEdition

It's some of the most bizarre stuff I have ever seen in my life! For instance watch this video about Ashley Cole:



It's utterly bonkers!
2011/3/3 10:30:31
What codec do you use and why? I, personally, think that the best source for codecs is the K-Lite codec pack: it has pretty much every free codec that you can think of but it also includes some really handy tools for configuring and troubleshooting codecs.

If you are having codec trouble I would say that the best thing to do would be to uninstall your existing codec packs then installing the Full K-Lite pack (so you get all the tools and codecs)

You can get it from:

http://www.free-codecs.com/k_lite_codec_pack_download.htm

If you already have it installed and you are having trouble you can go to:

Start>K-Lite Codec Pack>Tools>Codec Tweak Tool

You can then use two options to fix codecs: "Detect Broken Codecs and filters - other fixes" and "Reset Settings".

You can then click next and select every option and the Tweak tool should sort any busted codecs.

If that doesn't work you can then go to:

Start>K-Lite Codec Pack>Configuration>ffdshow video decoder

The very first screen that comes up is a list of the codecs that you can use - if you find the one that you are having trouble with you can then click on the decoder and be able to select another one.

These steps should, hopefully, resolve any codec issues that you have.

Take it easy,
-Jim.
2011/3/2 12:03:58
this Muvizu is AWESOME!! That's nothing; this was the power supply of my first PC:


edited by glasgowjim on 02/03/2011
2011/3/2 10:50:28
Uploaded sets and 3d assets Yea, the character animation suffers most when Muvizu is starting to struggle - hopefully the 64-bit version will improve this.

The team have considered adding an option to allow objects to intersect with each other - it hasn't been looked at properly yet (so we don't know if it can be done) but it is something that some of us (myself included) feel would make Muvizu a lot easier to use.

Copying characters only saves the prepared animations and customisations- the developers are looking at ways to allow users to copy their timelines too (which would also copy the animations and movement) but they are still swamped by the engine upgrade so it might be a while before it's done.

The video that made us think about the intersecting objects was actually a Tech Demo for Halo: Reach's map editor:

2011/3/2 10:28:19
Uploaded sets and 3d assets Quoling wrote:


Thanks Jim - I think I understand what you mean, copy the individual amp and then build it up in Sketchup before importing? -I did try that but it didn't seem to work - I will try it again - how do you delete the internal joins?



I am glad that you got it put together - it wasn't an easy road with all of the importing problems that you had.

If you right-click on one of the outside faces there should be an option called "hide" - if you hide an outside face you should be able to see inside the amps and delete the joins between them.

When the 64-bit version is released it will make stuff like this less of an issue - but it never hurts to save memory.
2011/3/1 16:26:18
Uploaded sets and 3d assets Pete, that set looks pretty good - one thing that might make stuff a bit easier in future though:

If you are piling up custom objects (like the amps) you could do so in Sketchup and delete all of the internal joins. This would mean that you only need to import 1 object and could, potentially, cut down on memory use. This would only work on simple objects (like the rectangular amps).

Dreeko - the art team are planning on releasing stuff in "packs" - the ones that have been put out at the moment are some medieval and Japanese themed objects, as well as some objects that Barry is going to use in his Jeraldo vids. I don't know if/when the new vehicles are getting released - but they will definitely be incorporated into the next release.

Take care,
-Jim.
2011/3/1 15:33:41
Key Mapping Also, if you have a control pad that is compatible with your PC (like the XBox 360 one) you can use an application like XPadder to allow you to use it to control Muvizu:

http://www.softpedia.com/get/System/System-Miscellaneous/Xpadder.shtml
2011/3/1 15:09:08
Key Mapping Change Roll and Move Up/Down:

You can also use the Q and E keys to control the roll of the camera, but if you do so you need to assign Move Up and Move down to new keys. If you have already made the Up and Down arrows control the rotation of the camera then assigning them to PageUp and PageDown makes the most sense.

Roll Keys:

You need to find the following entries in MuvizuInput.ini:


Bindings=(Name="Q",Command="Axis aUp Speed=1.0 | Axis aActorUp Speed=1.0", bIgnoreCtrl=True)

Bindings=(Name="E",Command="Axis aUp Speed=-1.0 | Axis aActorUp Speed=-1.0", bIgnoreCtrl=True)


and change them to:


Bindings=(Name="Q",Command="Axis aActorRoll Speed=-1.0 AbsoluteAxis=50")

Bindings=(Name="E",Command="Axis aActorRoll Speed=1.0 AbsoluteAxis=50")


This makes Q and E control the Camera Roll, but we now need to assign new keys to Move Up and Move Down.

Move Up and Down:

You need to find the following entries in MuvizuInput.ini:


Bindings=(Name="pageup",Command="Axis aLookUp Speed=1.0 AbsoluteAxis = 25 | Axis aActorLookUp Speed=-1.0 AbsoluteAxis=50")

Bindings=(Name="pagedown",Command="Axis aLookUp Speed=-1.0 AbsoluteAxis = 25 | Axis aActorLookUp Speed=-1.0 AbsoluteAxis=50")


and change them to:


Bindings=(Name="pageup",Command="Axis aUp Speed=1.0 | Axis aActorUp Speed=-1.0", bIgnoreCtrl=True)

Bindings=(Name="pagedown",Command="Axis aUp Speed=-1.0 | Axis aActorUp Speed=-1.0", bIgnoreCtrl=True)


This means that the Page Up and Page Down keys now control moving up and down while Q and E control roll.
edited by glasgowjim on 01/03/2011
2011/3/1 14:30:30
Key Mapping Make Up and Down Arrows Rotate/Pan Up and Down:

As with the previous example you may wish to make the Up and Down arrows rotate/pan up and down. If so find the Following entries in MuvizuInput.ini :

Bindings=(Name="Down",Command="Axis aBaseY Speed=-1.0 | Axis aActorBaseY Speed=-1.0")

Bindings=(Name="Up",Command="Axis aBaseY Speed=1.0 | Axis aActorBaseY Speed=1.0")

And change them to (Multiple changes so copy-pasting might be the best idea):

Bindings=(Name="Down",Command="Axis aLookUp Speed=-1.0 AbsoluteAxis = 25 | Axis aActorLookUp Speed=-1.0 AbsoluteAxis=50")

Bindings=(Name="Up",Command="Axis aLookUp Speed=1.0 AbsoluteAxis=25 | Axis aActorLookUp Speed=1.0 AbsoluteAxis=50")

This will make the Up, Down, Left, Right keys all turning/rotating keys
edited by glasgowjim on 01/03/2011
2011/3/1 14:23:55
Key Mapping Make Left and Right Arrow Strafe Left and Strafe Right:


At present the arrow keys have different functionality - Up and Down are Move but Left and Right are rotate. If you wish to make the Left and Right keys movement keys you need to find the Following entries in MuvizuInput.ini:


Bindings=(Name="Right",Command="Axis aTurn Speed=1.0 AbsoluteAxis= 25 | Axis aCamTurn Speed=1.0 AbsoluteAxis=50")


Bindings=(Name="Left",Command="Axis aTurn Speed=-1.0 AbsoluteAxis= 25 | Axis aCamTurn Speed=-1.0 AbsoluteAxis=50")


And change them to (Changes in bold):


Bindings=(Name="Right",Command="Axis aStrafe Speed=1.0 | Axis aCamTurn Speed=1.0 AbsoluteAxis=50")


Bindings=(Name="Left",Command="Axis aStrafe Speed=-1.0 | Axis aCamTurn Speed=-1.0 AbsoluteAxis=50")


This will make the Up, Down, Left, Right keys all movement keys.
edited by glasgowjim on 01/03/2011
2011/3/1 14:19:27
Key Mapping AZERTY Keyboard.

In order to set the key mapping up correctly for an AZERTY keyboard you need to find the following lines in MuvizuInput.ini :

Bindings=(Name="A",Command="Axis aStrafe Speed=-1.0 | Axis aActorStrafe Speed=-1.0", bIgnoreCtrl=True)

Bindings=(Name="W",Command="Axis aForward Speed=1.0 | Axis aActorForward Speed=1.0", bIgnoreCtrl=True)

Bindings=(Name="Q",Command="Axis aUp Speed=1.0 | Axis aActorUp Speed=1.0", bIgnoreCtrl=True)

And change it to this: (Changes are shown in bold)

Bindings=(Name="Q",Command="Axis aStrafe Speed=-1.0 | Axis aActorStrafe Speed=-1.0", bIgnoreCtrl=True)

Bindings=(Name="Z",Command="Axis aForward Speed=1.0 | Axis aActorForward Speed=1.0", bIgnoreCtrl=True)

Bindings=(Name="A",Command="Axis aUp Speed=1.0 | Axis aActorUp Speed=1.0", bIgnoreCtrl=True)

These changes should make using Muvizu with an AZERTY keyboard much easier.
edited by glasgowjim on 01/03/2011
2011/3/1 14:18:34
Key Mapping At present there is no Key Mapping feature for Muvizu - so anyone who wishes to change their keys cannot do so through the application.

You can, however, edit the file in the Muvizu directory which controls the key mapping - this will allow you to set up your controls in a way that suits you.

The file is called MuvizuInput.ini and can be found at:

C:\Program Files\Muvizu\MuvizuGame\Config

or C:\Program Files (x86)\Muvizu\MuvizuGame\Config if you have a 64-bit operating system.

If you do edit MuvizuInpt.ini please remember to save a backup, just in case any of the changes that you make break it.
2011/3/1 11:30:45
Uploading sets Glad to hear it, although you have managed to remind me of this:

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