ziggy72 - all messages by user

2015/1/9 18:52:30
Mapping photos to templates To avoid the distortions, you have to 'pinch' the face around the nose area to make it fit better - you can see it on this texture here : http://www.muvizu.com/Texture/20575/Beefy-Face-Texture-2

I don't think Muvizu ever really expected people to map actual faces onto the standard characters, which is probably why it's kinda hard to do. I tried doing a face texture for the heroine character myself, and it turned out like this : http://www.muvizu.com/Texture/22403/Zombie-Head-for-Heroine I'd recommend you download it to see where it lines up (to help you do the same).
2015/1/8 18:58:23
Mapping photos to templates Hi. Intriguing question there, and I didn't know the answer. So I tried it, and got this :

The one on the left was the best I could line up - you're right, it's tricky. So, for the one on the right, I removed the mouth from the photo (its Debbie Harry, in case you're wondering). Not sure about the gap you're referring to.
2015/1/5 12:58:51
Sketchup to Muvizu This is an alternative download - the last updated version of Sketchup 8. It's the one I use anyway.

2015/1/5 12:57:15
New to the 'Zu Hello. I like your vitriolic videos - I would recommend you try FB Purity to bring Facebook to heel. That is one sweary f**king robot, btw
2015/1/5 1:14:56
Download the beta assets? Tried it, works okay - you are unzipping it before you use it, I presume?
2015/1/1 20:47:13
Rosie character walking problem Now that you come to mention it, I did have an issue with a Rosie a while ago - she just wouldn't stop walking while the timeline was still running, like she never got the message to stop. I deleted her and got a copy of her to do it instead. Strange though.
2015/1/1 20:41:13
Download the beta assets? The sword is an object, like any other imported .ASE object. If you have Play+, you can import it into the character's hands, but not in the free version. The beta we were referring to the was the early version of what would become Play+.
2014/12/28 23:20:33
Coming Soon...

Looking to the future... and its got serial killers in it
2014/12/27 19:30:09
making an object fall The physics in Muvizu don't apply to an object that's being animated, only if its moved in real time. You have to fake the effect of physics instead, which is so hard to do with Muvizu that most of us don't even try! I would say, however, that to get your stuff to fall more convincingly, you should keep in mind that the responsiveness (DPI) of your mouse plays a big part, as does where you place the pivot point (that mad looking pink star thing that appears when in Direct Movement mode). I've never found the Gravity setting to be helpful particularly, and it's all trial and error really. You said it yourself - you had it, but didn't save it, so now you've got to recreate what you did the first time. Good luck
2014/12/26 18:28:39
Muvizu and Sketchup question - surfaces I don't think my Ziggymesh thing can effect textures at all, since it just adds a collision box. But you're right, Shining Monk, in that all you really need to do is make sure each surface (that you want to distinguish) has a different texture assigned to it in Sketchup (regardless of what it looks like), so that you have the option to 'paint' that surface in Muvizu. I usually just use the default Sketchup textures to mark out the areas I'm interested in.
2014/12/26 17:51:55
character does not walk One more time...

If you use the method of character movement that involves dragging the waypoints out, then you get this bug. If you use the double click method of defining movement, there's no problems. Always use the double click method to define where they're going and you'll retain your sanity.
2014/12/24 20:16:34
How do I use an imported head attachment? First off, this ability is only in the paid for version (Play+), not the free version. In Play+, there is an Import option along with the other standard attachments options in the Character Edit window to Import an attachment.
2014/12/24 18:08:27
Merry Christmas Merry Christmas to everyone!
2014/12/24 18:04:24
Muvizu is causing high CPU utilization Muvizu is based on the Unreal game engine, so it's busy even if you're not. Even a blank set requires some work from the PC to render it, which is why I keep telling people not to waste their time trying to run Muvizu on old laptops. It's normal, is what I'm saying
2014/11/24 21:24:15
but i don tdrag around the movement i just do it when has to be done

I didn't mean dragging the movement blocks in the timeline or anything, I meant when you hold the mouse button down to Direct Movement of a characters feet - it's this method of defining movement that causes the movement bug (which only happens later on, if you try to move the character and/or the movement block in the timeline). To get a character to walk from point A to point B, just double-click on the floor where you want them to go (when you're recording in Direct Movement mode).
2014/11/24 16:30:28
FATAL ERROR I ATTACH SCREEN SHOT It's annoying, isn't it, when no one responds? The crash you'll have to send in as a support ticket to the Support bit, but I can tell you I already kept getting that error and, among the things I did to try to fix it, I updated my video card drivers and disabled hardware Anti Aliasing. I don't know what fixed it exactly, but it now works, so try that first. (Windows 7 also updated .net at the same time, so it could be related to that as well - make sure your updates are turned on and up to date).

The movement bug is well known, a huge pain in the ass, but easily avoided - don't drag the movement out, double-click to set waypoints. It's using the dragging method that causes the problems, not the movement system itself. Why Muvizu HQ can't add that info to the download bit to stop all these angry posts is beyond me...

To change the AA settings, right click on the icon you use to run Muvizu, and edit its properties. One of the boxes is called Target, and contains the line :

"C:\Program Files\Muvizu Play\Binaries64\Muvizu.exe"

Change it to this :

"C:\Program Files\Muvizu Play\Binaries64\Muvizu.exe" -forceSWAA

Even if it doesn't stop the crashing, it does look better
2014/11/21 17:46:28
Toccata in D minor Epic, especially considering how few Actions match the speed you need, that is some top ivory tinkling! Big Grin Certainly looked like she was wrestling with that huge sweaty organ...
2014/11/20 22:11:30
New characters and animations gregorioborges wrote:
I think than an option like 'create your action' where the user could create a sequence of acts that after could be saved as one action, like, 'i put hand in front and bring back to head' and a i could used this action to simulate the act of pick a cell or a sword, or simulate a hug. The action created could be saved in a bank of acts, than could be selected and put in time of animated actions... it's a suggestion.

You can already get that, but its called iclone... I also think it's extremely unlikely you'll ever get that level of freedom within Muvizu, but there's no harm in asking Big Grin
2014/11/20 0:48:24
intro test, would love feed back I wasn't trying to correct you Danimal (it's a 4 year old set after all) I just wanted to establish that I knew the set well. Thanks though
2014/11/18 17:57:32
intro test, would love feed back The city is my old Hipster Bebop Junkies set, and the main camera is defaulted to black & white, hence the colour change (v567, you need to Edit the camera properties and turn that off). I think you need to use far fewer actions, and use the Eye movements/Eye size to convey expression, rather than having his arms flapping about the whole time (it tends to be distracting). Less is more, especially if you want people to listen to the message rather than look at the movements. Good start though, look forward to seeing where you go with it

Oh, one thing, when he's about to go up the stairs you can see the edge of the set off to the right - there's nothing there, it's just an empty space. If you'd have rotated the camera around a little to the left, it would've looked better. Never show the edges if you don't have to! Big Grin
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