urbanlamb - all messages by user

2013/10/29 6:56:35
Muvizu Play 1.2 Feedback (also Play+) Dylly wrote:
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!

Complete with diffuse/normal/glow maps & transparent objects!

thats very pretty dylly
2013/10/28 22:26:46
Various issues yes sort of but without having to go through recording those movements its not practical people just need to be able to move them around and alter what is already there after its generated
2013/10/28 21:42:08
Various issues It would just be a toggle in the timeline another line of information for muvizu to reveal. I dont even know if a picture is necessary it would simply be below the wavefile. Muvizu has created its own internal animations for the various mouth movements and generates a set of movements based on what it hears. It just needs to be graphically represented in the timeline is all below the wavefile as its already there (just like the wavefile info was already there) so its just a bunch of vowels and text that is dragged around. This goes back to cartoons the old fashioned way its simply been automated this is very shall we say "old school" stuff that was created by mr walt disney all those ages ago

anyhow we just need a way to change the movments that people use to this day in animation. So we would drag all those vowels to where we need em basically since this is an issue of misplaced vowels and consonants. That way people can mimic things which are hard to recognize in the system without muvizu making an entire animation around it. Whatever is done it should not force us into a fast and hard decision of doing all the work manually one movement at a time or doing it all automatically that is very rigid and unforgiving.

2013/10/28 20:57:33
Various issues MrDrWho13 wrote:
Part 1:

i dont think that manual is appropriate in any sense and i dont know why muvizu should create a second system on top of their existing system of recognition.

all they need to do is make the internal system already there visible and we can then edit it this means that people are still limited into completely automated or completely manual. All they need to do is add a toggle to turn on the data that already exists and allow us to change it. We either hide it or use it

Even if they added a TTS system there is not need for a truly manual operation let muvizu do its guessing and we simply edit that work that is how most softwares work why would we remove this automated ability? just turn it on in the timeline below the wavefile and allow us to edit that information by clicking on it and changing the mouth shape or dragging the existing shape to where we need it
edited by urbanlamb on 28/10/2013
2013/10/28 17:30:08
A Sticky End haha oh my that is pretty cute gave me a chuckle!
2013/10/28 17:03:16
Various issues MrDrWho13 wrote:
Perhaps the option to either have automatic lip sync or choose the mouth shape?

the best one I have seen is the system that does both. (iclone again) it does it automatically but generates the mouth shapes in a timeline below the sound clip. You then can go in into that line and clean it up to make it more accurate. I dont want a fully manual process this makes little sense the process should be automated to some degree regardless. Muvizu works on the same principle as its using the soundfile to choose something close to the shape it should be but it makes mistakes being a piece of software it isn't always right in deciding these things soo being able to edit this layer would be beneficial unfortunately I dont think this is "muvizu like" this is iclone like and I think other things are more needed then the odd missed sound in the track and want them to spend time on that and leave that on a todo list for when everything else is done for example improving the prop system they just introduced which from the feedback thread looks like its not actually working that well yet. Perhaps in the future they can add a track below the soundfile to reveal the information muvizu is already detecting and allowing us to tweek it, but this seems like something that would go into the pro paid version not the free version.
2013/10/25 23:32:37
Blender Conference - UI discussion lol they will change it I think dont worry. Yup i know who suggested the switch to thing. It was a suggestion made as i saw people repeatedly ask the same question though so just based on an observation I kind of just used it like that and said nothing until one day I decided to say something not for myself though but for others to get less confused Big Grin

Opensourced is more um "messy" because of how it plods along people pick it up work on it and then stop. Its actually pretty rare for an opensourced developer to earn a living from being head of development of such an enterprise but it does happen.

Muvizu could even build in the blender code if they so choose that is the beauty of open source. The down side is that it often goes in several directions at once. Blender was an obscure program that sat in a dark little filing cabinet on the internet for years. Some geeks became highly interested in it and so its grown by leaps and bounds actually. It was horribly unstable once upon a time.

I will use it anyhow I mean it cost 0.00 and I learn it in chunks and am used to it. I look at sketchup and actually find it can be just as bad as blender so i get confused by the comparison sometime when people start using addons and stuff I see screens with 50 buttons lined up on top. Surely that is just as bad. Big Grin

Anyhow dont think I have seen this discussion pick up as much steam as this time round though of course there is nothing to stop a company (any company) from pouring time and money into it and redistributing it with something else but this all costs money. This guy is at a crossroads and is from the younger blender generation he makes money off of blender and is trying to decide if he wants to keep pumping his time into it or not (and money) so he is in a very good position to push blender in the way he wants to see it go. We shall see if he is successful or not lol.


meanwhile we wait (some more)

here adding this after watching today (saw it yesterday but was too busy to stop and watch)

Here is the reality with blender its only started to come to the forefront of things in the last few years. Its improved in leaps and bounds in the last well since about 2.5 where it was given a new UI and it needs another one. Its not a trivial tool in fact its 3dsmax, after affects, zbrush, photoshop and a couple other things that I forget now all rolled into one. I am fascinated by stuff like this I want to see all it does and just am a giant sponge. I can recognize however that others just want something that does one thing. Blender is not that tool its a full featured 3d animation package at this point.

Redefining Blender Bcon2013

From Blender artists forums written by the lead dev
I tried to explain this in my talk and the discussion afterwards, but let me be a bit more concrete. We as the UI team lead are not going to do some call for general UI ideas. People are free to make mockups for whatever they like and we are of course going to keep the finger on the pulse there, but we can't respond to and discuss all of them.

What we will do is focused design work on topics that developers are already working on or are intending to work on, and some things which we consider important and realistic to get implemented in the near term (low hanging fruit). It's about facilitating developers that want to work in this area and getting the UI rolling as an active project, not establishing a full redesign when we realistically do not have the developers for that right now.

So what will happen in a few weeks is, we will have the new developer.blender.org website running, and we will have a number of design tasks there, for example:

* Review of the toolbar summer of code project design.
* Default configuration of LMB/RMB select, and what the mouse button mapping should be in general.
* Make new default screen layouts and given them good names.
* Developer: I added new feature X but can't think of a good name or description, please advise.
* ...

Then those design tasks are going to be open for anyone to contribute to, with the relevant developer and UI team lead involved to moderate things and make the final decision.

edited by urbanlamb on 27/10/2013
2013/10/25 22:29:45
terminator 2,5 import button it is create , import maybe in video is older but menu is create -> import wiki picture is old

looks like this

edited by urbanlamb on 25/10/2013
2013/10/25 22:17:46
terminator 2,5 roman197742 wrote:
Okay, thank you! then 1) the model just need to give color?
2) texture to put the Muvizu, right?

you put texture on any texture and can replace inside muvizu
2013/10/25 22:07:05
terminator 2,5 roman197742 wrote:
Please! Make a video how to properly import?

this is the video how to import from sketchup

you are using free version of muvizu. This video maybe a bit old interface is changing but no trial version only free and pro
free forever

also here is tutorial

edited by urbanlamb on 25/10/2013
2013/10/25 21:32:02
terminator 2,5 roman197742 wrote:
I write through a translator, sorry for the mistakes!

Muvizu program set for my daughter. I have been working in other professional programs!
1) Why can not import a model from the program in the program sketchap Muvizu? This is not possible in the licensed version?

You can import from sketchup to muvizu in both versions however you need to convert to a readable format in the free version its ASE format and in the paid version its ASE and FBX format.
2013/10/25 21:08:56
Blender Conference - UI discussion He asked the world actually he posted to cg forums made of 3dsmax users, zbrush users, casual everything users and not on blender forums. and he asked the right question "why wont you use blender" and got the answer he expected "we dont like the interface" (of course blender users found the thread and threatened to have him offed) at the end of the day he spoke sense its now up to the devs of the community to swallow it. We shall see what they do. They want more donations and to have jobs as well myself i am probably one of the more flexible people in the world but there are not a lot like that around people get used to their toys and dont want it changed. Anyhow I am pretty sure they will move forward with some sort of UI change. They have no choice the screen work area has gotten smaller and smaller over the years yet for anyone who has spent anytime using it and learning it (inspite of the interface) they realize that its actually better at a lot of things then their 3k counterpart is.

He isn't asking though he is presenting to the core developer team and some very hardcore users and supporters who basically pay for its development. He has presented his findings in a very good way now the company (which is pretty much the people in that room) have to decide whether they want to listen. They probably will but UI discussions have plagued blender for a very long time. I tend to switch among things very easily and its very hard to get me to run away from something so i dont care either way but I can recognize their need for change. Its up to that room of people to decide and so that is why he was there lol.

and he was very honest about it as well. I am confident that these intelligent people will make the right choice its time they did they can't go much farther. What he is saying though is to set up an unbiased team of people and not listen to any users input they should design something from the ground up that will serve all users not just new users or old users. He is right

Now lets see if they will listen. Usually these conversations happen behind the scenes where no one can see it. I bet muvizu has had a few of them too we just dont get to see the youtube videos of it all lol.

Just remember though opensourced initiatives always move slower then their commercial counterparts and really blender stagnated for many years as people ignored it. Any money going into blender is as a result of someone wanting it to do something specific that is how opensourced software works. That will never change and I dont want it to change we need stuff like this in the world as this is where all the wierd experiments often take place :/

edited by urbanlamb on 25/10/2013
2013/10/25 20:16:34
Dog Character's Teeth ziggy72 wrote:
In Play+ you could have a head attachment moved down into the mouth area with pointy teeth, but the character couldn't talk or move their mouth without giving the game away. We need canines for all, Muvizu HQ! Can't have vampires, werewolves or Dara O'Briain without them, after all

yeah that is something they should add sets of different teeth to interchange for the skeleton i dont know how good a job we can do with the attachement system
2013/10/25 20:11:04
Blender Conference - UI discussion This is an opensourced community therefore its run like a democracy however his arguments and research is sound. He is proposing a system in between the users and the company to do usability studies to an opensourced community. Where everyone votes and stuff so yes its going to be like this.

He is presenting his case to a pile of geeks and developers. I personally think he did a good job and in a very hard situation. The lead developer at the end got rather emotional but at the end of the day he is doing exactly what devs do lol. Then another user got all emotional because he felt dumbing down the ui was not right either. In the end they need to find a middle ground. A Ui that doesn't scare away new users but wont hide everything from regular users.

Muvizu suffers from a couple of issues and could stand to listen to his presentation too
1) its deciding things for seasoned users causing frustration when the software makes up our mind for us
2) it hides things and shuts things off from the new users causing questions of "it just disappeared"

I thought it was a very good presentation. Its also human nature not to fix something that a pile of users are used to because you dont want to make them angry. I was quite amused by the head dev however and his comments about the irc chatroom and other stuff. I personally wont go near chat rooms lol I hate message boards but have made my peace with them but only the ones that are light coloured I can't stand dark forums lol.

Anyhow i enjoyed his speech and the fact that he stood up to a bunch of hard core blender users where its human nature to not want to change something your used to lol. People hate change.
edited by urbanlamb on 25/10/2013
2013/10/25 17:35:47
Blender Conference - UI discussion
2013/10/24 23:04:32
Muvizu Play 1.2 Feedback (also Play+) ziggy72 wrote:

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.

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

Is there no way you can flip your faces? (this sounds a bit naughty now that I type it like that)
edited by urbanlamb on 24/10/2013
2013/10/23 23:04:20
Muvizu Play 1.2 Feedback (also Play+) 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

The lamp is perty though well its an incredible floating lamp too

edited by urbanlamb on 24/10/2013
2013/10/23 22:49:17
Confusing issue with importing assets Hi there move to the center of the dome and move yourself upwards in the air about 1/3 up or so and it should import its a large asset so you need to have yourself floating in the air to get it to import
2013/10/23 21:49:00
Muvizu Play 1.2 Feedback (also Play+) 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

anyhow here is collision in the UDK environment (the green box)

and here is the same collision in Muvizu the box is displaced downwards -

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
waste their time on something

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
but if you want to work with the bug in place just move everything up a bit and it should work
edited by urbanlamb on 23/10/2013
2013/10/23 0:12:39
Muvizu Play 1.2 Feedback (also Play+) Dylly wrote:
I broke Muvizu Play+

The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it.

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

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 :/
edited by urbanlamb on 23/10/2013
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