urbanlamb - all messages by user

2016/1/28 15:41:11
graphics software Krita is almost identical to photoshop actually & gimp is actually an older version of krita. Its also way easier to use then gimp lol. Anyhow up to you I never got along with gimp they had a major issue with their usability and it had an issue with "blocking" the designers didnt know how to build software so krita was born after a UI designer had words with a gimp coder over it and they refused to make it more usable. (blocking in this sense means that you do an action and can't stop doing the action and get stuck in the application unable to progress further trying to unstick the function from your key so you can get moving again)

So the ui designer and a couple of coders got fed up and so krita was eventually born. I use it also because I can import my psd layered files into it that 3dcoat generates without issue and all my photoshop brushes work that I have collected over the years.
edited by urbanlamb on 28/01/2016
2016/1/27 20:13:45
Transparent Windows? I think 7.4 works as well now but I know for a fact 6.1 works. Also there is binary and ascii and I dont remember right now because its so automatic for me which one I have used.
2016/1/27 16:37:10
Transparent Windows? I do all the trees with ASE they way to do it with ASE is to create a tga texture with and a seperate alpha channel mask and muvizu picks up the info in the mask.

I actually can't do trees with fbx in muvizu (they didnt include the mask function for some reason I guess because the unreal engine "tree maker" has that function normally lol)

I can't remember which assets I used this way but I think this one uses the alpha mask techqnique and one material.

There is one caveat with using the alpha mask method and there is an issue its a pretty common issue and not just a muvizu thing called "alpha sorting" which gave me a chuckle when I was making a door using the alpha mask technique cause this alpha sort issue is the bane of the existance of many creators using older software. It can drive you batty. Anyhow its possible but I would only use it for something like trees otherwise you will encounter the dreaded alpha sort issue which is typical of older engines.
edited by urbanlamb on 27/01/2016
2016/1/27 14:41:00
Transparent Windows? I dont know then just export it. I did the demo on a ball. I know fazz tested my info and it worked. Just press the buttons it should work I also tested my info and it works. Did you assign a texture?

I really dont know what else to say because that page is just a mechanical process.
Are you using the correct version of fbx? the 6.1

At the time that was created there was only the 6.1 exporter make sure the sliders for transparency etc are not set at 1 or something just slide them down and same with emit if you want it to work move the sliders down to about half.
edited by urbanlamb on 27/01/2016
2016/1/27 14:38:01
graphics software I use krita now its got a better interface then gimp and is maintained and up to date. https://krita.org/

Gimp was part of krita or krita was part of gimp at one point but there was a disagreement and the krita guys split off and developed something that was not so ackward to use. I switched when adobe started renting me their software.
2016/1/27 0:19:16
Transparent Windows? ziggy72 wrote:
Regardless of what you do in Blender or SU, you can't mix transparent and opaque textures in Muvizu in the same model.

You can actually but you need to assign a dedicated material to the model for it then assign the transparency settings only to that one material.

...so take your object and create a second material and take the mapped windows and put those onto the second material and remove them from the material containing all the other bits and pieces that are not transparent.

if you use ASE you can do this using a mask however the method to do this with fbx is to assign transparent areas to a second material.

here once upon a time they allowed us to upload models here is a window done in fbx format you can download this and import it into blender and take a look at how I did it.

edited by urbanlamb on 27/01/2016
2016/1/26 22:00:49
Transparent Windows? create a cube or ball and apply a material to it, use uvunwrap to unwrap. Ifs its a cube use uvunwrap cube projection if its a sphere use uvunwrap sphere projection (note this will not work on complicated objects). To access the unwrap function have the cube selected and go into edit mode and its under mesh or just go into edit mode with the cube selected and hit U.

once you have done this go into the wiki and click the buttons I showed in the diagrams.

2016/1/25 22:10:48
Bunny/kitty ears for superhero characters? right click on the link and select save as
2016/1/24 1:17:38
Transparent Windows? this is how its done now those tutorials are older and predate fbx

put anything you want to be like this on a seperate material layer if you need parts to be not transparent. Unless they added the ability to create a mask for fbx, but last time I checked this was not an option.
edited by urbanlamb on 24/01/2016
2016/1/22 17:15:17
Hire MZU modeler to make longer skirts? You dont "need" maya anything that will work with fbx files. The core of muvizu works on unreal 3. If you have time you can download the unreal 3 (if its still offered) and you will see the similarities right off the bat.

Modo, blender, maya, 3dsmax are the software that I can think of off the top of my head that I know will create stuff that would work inside muvizu.

However.. one has to look at their other product line. I myself might end up purchasing renderdigiwhatsit if I decide to continue with products from this company. My ideas have basically outgrown muvizu lol, but they do offer a product that would help me along the way in my endeavors.

Although I am quite happy with what I have now and will probably one day make some more small muvizu videos, but for giant projects I hit a wall awhile back where what I needed to happen simply could not happen inside muvizu and any methods I came up with were not good for me.

Anyhow I would use muvizu more if I could import characters and animations but, that would mean that they would be undermining their other software so I dont see this as viable for them and I think would require them to totally redesign muvizu and well they spent money on that already and created what I fondly call renderdigiwhatsit (renderdigimania)
edited by urbanlamb on 22/01/2016
2016/1/18 19:53:41
Found this resource for textures.... Ah twinity this brings back mad memories. http://www.hypergridbusiness.com/2012/06/troubled-twinity-bought-by-exit-reality/
Their stuff is ultra low res because its a virtual world and be careful of copyrights but its a good way to learn.
edited by urbanlamb on 18/01/2016
2016/1/13 3:04:04
Coming Soon 2016 he looks "pensive"
2016/1/5 21:21:37
Quick & Dirty Quadraped workaround... Yeah they now convert his stuff regularly

You dont need to convert it now.
edited by urbanlamb on 05/01/2016
2016/1/5 21:13:25
Quick & Dirty Quadraped workaround... ziggy72 wrote:
I think Wabby used iclone for that one.

yeah that is iclone with characters from 3duniverse.

2016/1/3 15:58:07
Quick & Dirty Quadraped workaround... lol those are great and hilarious nice work. The walking around isn't that jarring either
2016/1/1 18:54:57
Coming Soon 2016 ukBerty wrote:
MrDrWho13 wrote:
Will it be in cinemas?

Unbelievably I do have a couple of cinemas who have said they will show it - one in the UK and one in the USA - so hopefully there will be a very, very limited release. I will keep everyone informed should it come to it.

We have one in ottawa called the mayfair that shows indie stuff. It was originally owned by a relative of mine in the early times of movies and always showed odd things, but when they died off it was sold to a group who kept it as it was sort of .. and now they show indie films in it. It was still standing the last time I checked but that is ottawa's cinema for showing films that are not made by the "big guys". Originally it was a mainstream cinema, but they had a habit of in off hours of showing stuff that was well not mainstream (we shall leave it at that cause the times were different then lol)

so its quite old fashioned .. I think its still standing at this point it probably would be considered a "heritage building" I would think (our way of calling old stuff 'historically significant' and the government says you can't tear it down)

You can ask them I bet they would show it. I checked the info and yes amazingly it still exists so i bet its a heritage site by now
here is the infos. http://mayfairtheatre.ca/

here is the history http://mayfairtheatre.ca/history/

this is a blast from the past when they died i inherited 30,000 bucks lol (i went out and bought a new car i needed one badly lol ) I have no clue how they managed to make money off the sale of it, but my great aunt and her husband were the original owners.

well that is a bit off tangent but anyhow I am fairly certain you can get this shown at least once anyhow there
*slinks back into the shadows*
also remembering all that made me feel quite old ^^
edited by urbanlamb on 01/01/2016
2016/1/1 0:34:19
Coming Soon 2016 Yes one should start a low lag thread once and awhile I think. I thought about it for people who use tablets etc I bet the lag is kind of bad after a few pages of photos. Drink

anyhow happy new year.. another year bites the dust bring on the next year Party
2015/12/31 14:56:50
Is this possible...? When doing things in animation anywhere really. Its good to be an "outside of the box" thinker to solve problems.
edited by urbanlamb on 31/12/2015
2015/12/31 1:13:12
Is this possible...? yes or that

just build the set around the character to compensate for whatever wierdness you are creating
2015/12/31 0:49:02
Is this possible...? you could build a scene taking the fact that the blob is x inches/metres whatever over the ground and move your collission up and compensate that way when you make objects you can put the colission wherever you want if you know how

so if you wanted him to be 6 feet off the ground and walk through a street like that you could build the streets and whatever other props so they lie on the ground but move the colission up for the object to the level the guy is walking on. This is not difficult if you understand how to build collission in muvizu but it would look strange I am sure lol because any props on the blob would move the way the blob does so would be pretty unnatural looking but that is how I would do it if I were trying to do this in muvizu.

The problems come when your trying to get them to move vertically and horizontally at the same time in the air.. it doesn't work so well but if the height is fairly constant and predictable you could use this trick with collission basically all your props would have to have floating enabled or you can make the collission at the ends of the props hit the ground plane so that they rest on the ground and raise the rest of the collission up above that
edited by urbanlamb on 31/12/2015
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