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<title>Forum - Feedback - An open Letter to Muvizu's developers - Messages</title>
<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<description>Forum - Feedback - An open Letter to Muvizu's developers - Messages</description>
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<pubDate>Tue, 18 Oct 2016 15:29:09 GMT</pubDate>
<lastBuildDate>Tue, 18 Oct 2016 15:29:09 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from MrDrWho13</title>
<description><![CDATA[<b>digil12</b> wrote:<br/><div class='quote'>This program is so bug-ridden I don't know where to start.  I paid for the full version maybe 6 months ago, and hoped to do some good stuff with it.  But I'm constantly aggravated by basic errors that should have been fixed years ago.  Just now I recorded a Dialogue and named it... but when I click Ok it goes on the list as Unnamed Source.  When I try to record it as dialogue to Lipsync with a Character, it just does not work - no lip sync, no proper recording.  Now at first I blamed myself, as many people would.  But it's increasingly obvious this software is almost unuseable... </div> <br/> That second bug sounds unusual, have you tried contacting support? <a href="http://www.muvizu.com/Support" target="_blank" rel="nofollow">http://www.muvizu.com/Support</a> <br/>  <br/> Anticip, the staff are more likely to see your post if you contact them directly. <br/> <em>edited by MrDrWho13 on 18/10/2016</em>]]></description>
<pubDate>Tue, 18 Oct 2016 15:29:09 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from digil12</title>
<description><![CDATA[This program is so bug-ridden I don't know where to start.  I paid for the full version maybe 6 months ago, and hoped to do some good stuff with it.  But I'm constantly aggravated by basic errors that should have been fixed years ago.  Just now I recorded a Dialogue and named it... but when I click Ok it goes on the list as Unnamed Source.  When I try to record it as dialogue to Lipsync with a Character, it just does not work - no lip sync, no proper recording.  Now at first I blamed myself, as many people would.  But it's increasingly obvious this software is almost unuseable...]]></description>
<pubDate>Tue, 18 Oct 2016 15:25:00 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from Anticip</title>
<description><![CDATA[Hello all, <br/>  <br/> First and foremost, thank you very much for the incredible product Muvizu team has been developing until now. <br/>  <br/> I am following very closely how the product is being developed and though I get why 360 or VR have been developped, I have one simple and plain question. <br/>  <br/> Anticip is a business, of a special sort some may say since we are in the area of defense. I use Muvizu to create videos and support the trainings and formations my colleagues are providing all over the world. <br/>  <br/> But it goes farther and my question is simple : <b>we, as a business, might want to pay (in advance) to develop attachments / perks or animations we might need, which could then be added to the base product for the greater good. Would that be possible ?</b> I think everyone who wants more option for action / war movies would benefit from that.  <br/>  <br/> Can we discuss it ?  <br/>  <br/> Best, <br/>  <br/> Anticip Team]]></description>
<pubDate>Tue, 18 Oct 2016 13:33:18 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Farscaper</b> wrote:<br/><div class='quote'><b>MrDrWho13</b> wrote:<br/><div class='quote'>Phwoar that meta tag must be ancient.  </div> <br/> I try to learn something new each day but I'm not sure how Phwoar applies here. Sure, both me and my ideas are fit and hot but did you mean the slang was just as old as the tag? <br/>  <br/> And don't worry about the Chinese site taking over this one just yet. </div> <br/> Ha! I never looked up the definition of that, I'm just using it here as an exclamation. (Note to self: check meaning of phrases) <br/> <em>edited by MrDrWho13 on 18/10/2016</em>]]></description>
<pubDate>Tue, 18 Oct 2016 07:24:07 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'>Phwoar that meta tag must be ancient.  </div> <br/> I try to learn something new each day but I'm not sure how Phwoar applies here. Sure, both me and my ideas are fit and hot but did you mean the slang was just as old as the tag? <br/>  <br/> And don't worry about the Chinese site taking over this one just yet.]]></description>
<pubDate>Mon, 17 Oct 2016 22:20:03 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Phwoar that meta tag must be ancient. They probably wrote it as they set up the site for the first time.]]></description>
<pubDate>Mon, 17 Oct 2016 21:01:38 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[Please note that some of my comments were very general in nature and related to other operations I've seen or worked with. I hope no one picks one randomly and rushes to the defense of Muvizu in haste. <br/>  <br/> Then again, their meta tags are shite. I'd help for free if they asked. <br/>  <br/> &lt;title&gt;	Muvizu | Muvizu&lt;/title&gt; <br/> &lt;meta id="metaDesc" name="description" content="Muvizu is a free software application that lets you make 3D animated movies on your home computer" &gt; <br/>  <br/> It's funny, but I'm actually learning Chinese right now in anticipation of a trip next Fall. I should probably start viewing the Chinese version of this site and report back on things. I highly recommend dominoedu.com since his sense of humour is along the same bent as what I like about what's been created in Muvizu. In other words, you guys are twisted and funny in a way that is somewhat unique to the UK. <br/>  <br/> As for the VR stuff, I just came across this offering which may/may not be of interest to some curious folks.  <br/> <a href="http://www.wakingapp.com/vr-platform-artstation" target="_blank" rel="nofollow">http://www.wakingapp.com/vr-platform-artstation</a> <br/>  <br/> It may well just be another huge success or dismal failure.]]></description>
<pubDate>Mon, 17 Oct 2016 20:25:38 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>Farscaper</b> wrote:<br/><div class='quote'>But sometimes it's the simplest solutions that get things rolling in the right direction.  Having proper meta tags so that Google doesn't assign you page 546 in results. Having a website that doesn't look like an archive.org page from 1994. Devoting the time to create proper tutorials (paying to have them done right if a fan won't do it for recognition). Listening to and accepting help from your fans, some of whom might just work for free if given access, recognition and respect. </div> <br/>  <br/> good observations here, Farscaper! I think Muvizu already benefits from the free labor of its users.. one of Muvizu's marketable strengths is its huge free library of user created sets. As far as I can tell, no other similar program offers as much free content <br/>  <br/> <div class='quote'>So it's not the entire fault, if any, of the Muvizu devs. The people writing their cheques have control in this situation. </div> I have no inside information, but this conclusion resonates with what I see. My experience with the people from Digimania who interface with users has been very positive.. smart, professional people who have put together an absolutely wonderful program. I like the stuff they make. I just want more. ;-) And faster.  I think if it were in their power to decide what to produce, they'd be having as much fun as the users, making cool stuff that everybody asks for and we'd all be one big cohesive group of enthusiasts. There's still time for that to happen.  <br/>  <br/> <div class='quote'> <br/> As a marketing copywriter I also appreciate their desire to embellish their product with the latest market fad. Hell,<u> I'd certainly do it if I planned an IPO or selling ou</u>t. Imagine the BS you could spew in a prospectus or presentation to prospective investors.  </div> <br/> hmmm... interesting spin.... and a good point...  made all the more believable since the oculus pack doesn't actually let you create content that can be viewed by an audience using an oculus. THAT would actually be useful. Instead, its only function is to let the guy making the animation see his set in 3D as he animates. I don't understand the point of that. But as an item in a list of features, its existence lets them mention the oculus buzz word. <br/>  <br/> <div class='quote'>Now that would be a funny short film made in Muvizu if we had a VR headset prop so we can have all these people walking around bumping into each other with arms raised trying to hand out money to invest. </div>  LOL! <br/>  <br/> <div class='quote'>Nothing frustrates me more than trying to help those that don't see the need for help or don't follow up on excellent free advice that they'd willingly spend tens of thousands to acquire crap from some expert "firm". </div>  <br/> I ain't goin' there.. but... good point. <br/>  <br/> <div class='quote'>Muvizu should definitely make use of the devoted user base they have and implement cost effective suggestions for improvement. Simple Simon. </div> <br/> As stated above... I think they do get some benefit from the user's contributions to the store]]></description>
<pubDate>Mon, 17 Oct 2016 20:06:13 GMT</pubDate>
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<title>Message from Farscaper</title>
<description><![CDATA[I'm more of a marketing and SEO guy than an animator but I have lots of programs (far too many) geared to making me a great 2D/3D animator/modeler/film maker one day. Provided I find the fountain of youth before too long, that is. <br/>  <br/> I suspect many of you have lots of such programs as well, some of which could have/should have been mainstream popular but were ultimately abandoned due to the regular list of reasons. No funding, sole owner, poor management, too smart for general populous with entire project on GitHub, desire to be open source that abhors any prospect of profit, lack of self-confidence, day job and/or family limits on time, death of dev, failure to market better mousetrap, disconnect between suits and geeks, no respect for or barrier between users opinions, etc.  <br/>  <br/> Some get lucky and rich, but even VC's lose money on poorly operated unicorns. Well, the investors do anyway.  <br/>  <br/> But sometimes it's the simplest solutions that get things rolling in the right direction.  Having proper meta tags so that Google doesn't assign you page 546 in results. Having a website that doesn't look like an archive.org page from 1994. Devoting the time to create proper tutorials (paying to have them done right if a fan won't do it for recognition). Listening to and accepting help from your fans, some of whom might just work for free if given access, recognition and respect. <br/>  <br/> Successes like Blender are rare because they somehow managed to get it right. The web design program Pinegrow somehow pulled it off as well, despite no big funders or being open source, but I've seen and worked with many that can't get airborne due to one or more of the roadblocks. <br/>  <br/> So it's not the entire fault, if any, of the Muvizu devs. The people writing their cheques have control in this situation. <br/>  <br/> I understand their desire to tap the educational market since they clearly have expertise in this area. Many could not make the slightest inroad so you need to build on your strengths. If only Mu vi zu didn't mean Death to Children in Mandarin. Kidding, but you never know. <br/>  <br/> As a marketing copywriter I also appreciate their desire to embellish their product with the latest market fad. Hell, I'd certainly do it if I planned an IPO or selling out. Imagine the BS you could spew in a prospectus or presentation to prospective investors.  <br/>  <br/> Now that would be a funny short film made in Muvizu if we had a VR headset prop so we can have all these people walking around bumping into each other with arms raised trying to hand out money to invest. <br/>  <br/> Nothing frustrates me more than trying to help those that don't see the need for help or don't follow up on excellent free advice that they'd willingly spend tens of thousands to acquire crap from some expert "firm". <br/>  <br/> Muvizu should definitely make use of the devoted user base they have and implement cost effective suggestions for improvement. Simple Simon.]]></description>
<pubDate>Mon, 17 Oct 2016 19:43:02 GMT</pubDate>
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<title>Message from christian_clavet</title>
<description><![CDATA[<span style="color:rgb(34, 34, 34)"><div class='quote'>but (to my knowledge) each action is hard coded into Muvizu, so any small changes to an action would have to be made from scratch. This could take hundreds of hours for the developers. </div></span> <br/>  <br/> <span style="color:rgb(34, 34, 34)">Hi, I'm a hobbyist programmer in C++ and worked on some small open source project. This feature should not be that hard to implement if you know your stuff...</span> <br/>  <br/> It should not be that hard, but the dev must be able to interpolate the animation data stream and put a scaling factor over it. A experienced developer with the muvizu architecture should be able to add this (without gui) in less than 20 hours of work. Add around another 10-15 hours to link the feature to GUIs and other stuff like the keyframer and you would have the feature. Hundred of hours are highly exaggerated. <br/> <em>edited by christian_clavet on 15/10/2016</em>]]></description>
<pubDate>Sat, 15 Oct 2016 20:21:59 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>unlimitedmagic</b> wrote:<br/><div class='quote'>Shouldn't there be a main topic for Desired Muvizu Improvements? There the discussion could be on the many scattered ideas to improve the program and a central place for the developers to respond.  <br/>  <br/> I was just thinking that many of the character actions are too extreme for me. It would be nice to have a slider to be able to set the intensity of the action. I would think that would be a fairly easy improvement as you aren't adding a new feature - more of adjusting the range of existing movement. </div> <br/> Hi unlimitedmagic. <br/> I don't think either of these things are going to happen. A new thread for improvements would fill so quickly that it would probably take quite a long time to load the page. So many improvements could be made to Muvizu, and the staff are always adding to and working through the list. (Albeit incredibly slowly) <br/>  <br/> The feature you suggested sounds simple in theory, but (to my knowledge) each action is hard coded into Muvizu, so any small changes to an action would have to be made from scratch. This could take hundreds of hours for the developers. Even very simple suggestions such as changing the speed of the actions seems to be out the the scope of what the devs can do. However, I do think more actions are needed for Muvizu and that this would be a good use of their time. <br/>  <br/> Sorry to be the bringer of bad news. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Sat, 15 Oct 2016 20:06:35 GMT</pubDate>
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<title>Message from christian_clavet</title>
<description><![CDATA[Hi, "unlimitedmagic" <br/> <span style="color:rgb(34, 34, 34)"><div class='quote'>I was just thinking that many of the character actions are too extreme for me. It would be nice to have a slider to be able to set the intensity of the action. I would think that would be a fairly easy improvement as you aren't adding a new feature - more of adjusting the range of existing movement. </div></span> <br/> <span style="color:rgb(34, 34, 34)">This would effectively be a new feature, since it would mean adding a new interface element and stuff behind. It's a good idea, the dev will surely read it, but the management will be more influenced by sales projections than then the community. If they ask their devs to add a new feature to add more value, they might pick your idea... <img src="images/smilies/smile.gif" border=0 /></span>]]></description>
<pubDate>Sat, 15 Oct 2016 19:51:13 GMT</pubDate>
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<title>Message from unlimitedmagic</title>
<description><![CDATA[Shouldn't there be a main topic for Desired Muvizu Improvements? There the discussion could be on the many scattered ideas to improve the program and a central place for the developers to respond.  <br/>  <br/> I was just thinking that many of the character actions are too extreme for me. It would be nice to have a slider to be able to set the intensity of the action. I would think that would be a fairly easy improvement as you aren't adding a new feature - more of adjusting the range of existing movement.]]></description>
<pubDate>Sat, 15 Oct 2016 10:27:20 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>"JURASSIC PACK"  ... love it! Great play on words! <br/>  <br/> I still think you should create a Pig-O-Saurus  and put him in a movie named "Jurassic Pork" <br/>  <br/> Or maybe something set in Ireland when dinosaurs ruled the earth. A reptilian character made from Beefy <br/> might be called ... um... BRAWN O'SAURUS <br/>  <br/> OK, I'll stop now. </div> <br/>  <br/> Lol... I already started modeling a raptor, going to see how that goes. <br/> <em>edited by clayster2012 on 06/09/2016</em>]]></description>
<pubDate>Tue, 06 Sep 2016 16:20:18 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA["JURASSIC PACK"  ... love it! Great play on words! <br/>  <br/> I still think you should create a Pig-O-Saurus  and put him in a movie named "Jurassic Pork" <br/>  <br/> Or maybe something set in Ireland when dinosaurs ruled the earth. A reptilian character made from Beefy <br/> might be called ... um... BRAWN O'SAURUS <br/>  <br/> OK, I'll stop now.]]></description>
<pubDate>Tue, 06 Sep 2016 16:11:53 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[I'm always here everyone, and I'm always creating things to help out, in fact I released my T-Rex to the store and it's valibel today, and thinking of creating dinosaur for a jurassic pack, that's if I get a lot of supporters...lol!]]></description>
<pubDate>Tue, 06 Sep 2016 15:35:14 GMT</pubDate>
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<title>Message from MuvizuTeam</title>
<description><![CDATA[<b>Rocque</b> wrote:<br/><div class='quote'>It is great that someone responded.  I hope that they will keep the dialog going.  I wonder if they look at what is being created on this site and the contributions of so many people who add characters and scenes?  This is a great community, and I hope they will continue to support the users here, and we will continue to support them. </div> <br/>  <br/> Hi Rocque, <br/>  <br/> Thanks for your post - we have a team member who looks on the forum and user contributions so we keep up to date with all the videos and activity. We know we need to get better at sharing what you guys are working on though. <br/>  <br/> Jo]]></description>
<pubDate>Tue, 06 Sep 2016 15:21:10 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[It is great that someone responded.  I hope that they will keep the dialog going.  I wonder if they look at what is being created on this site and the contributions of so many people who add characters and scenes?  This is a great community, and I hope they will continue to support the users here, and we will continue to support them.]]></description>
<pubDate>Tue, 06 Sep 2016 14:49:56 GMT</pubDate>
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<title>Message from bigwally</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>Am I correct in interpreting this to mean that your focus has shifted entirely away from end users and development now serves education exclusively? </div> <br/>  <br/> I don't think that's what was said.]]></description>
<pubDate>Mon, 05 Sep 2016 23:28:08 GMT</pubDate>
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<title>Message from theotherguy</title>
<description><![CDATA[Well, muvizu IS a great teaching tool, I've used it myself to show someone how to plan out camera angles and placement. I guess, in essence, that's what it functions best as.   <br/>  <br/> As I've said before, and nobody at Muvizu has disputed this, Muvizu is a done deal. The next step up is a huge one, making and rigging your own animated characters in Maya or 3-D studio or similar,  is a daunting undertaking.  <br/>  <br/> We'll just have to see what comes down the pipe next, for sure someone is working on something.]]></description>
<pubDate>Mon, 05 Sep 2016 18:39:17 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[thanks for taking time to reply, Jo.  <br/>  <br/> I think the most recent new characters are masterfully done... my hat is off to the designer(s) who created them and their outfits. When I compare what a professional designer can come up with compared to the kludgy things we do to create franken-characters out of bits and pieces of modelled body parts... well.. there IS no comparison.  <br/>  <br/> We wouldn't lower ourselves to beg for more if we didn't like the product.  <br/>  <br/> The topic has unleashed a lot of pent-up energies and sentiments, not all of which are shared by everyone in the forum. Given the price, complaining about Muvizu is a bit like complaining about the quality of a birthday gift. <br/>  <br/> I had hoped my open letter would come across as less of a complaint and more of a request for dialog. It was certainly challenging in its demeanor.... but effective communication benefits from a frank exchange of perspectives. <br/>  <br/> I support the notion that software companies should have a vision, and that development should support that vision.   <br/>  <br/> I also understand the reality that user requests pile up so quickly and go in so many directions at once that trying to please users often results in disappointing more people than you please.  <br/>  <br/> Am I correct in interpreting this to mean that your focus has shifted away from end users and development now serves education ? <br/>  <br/> ---------------------------------- <br/> <em>edited by PatMarrNC on 06/09/2016</em>]]></description>
<pubDate>Mon, 05 Sep 2016 17:35:17 GMT</pubDate>
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<title>Message from MuvizuTeam</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>I want to start by saying that I love this software. Whoever conceptualized it and created the amazingly intuitive interface is brilliant! At the current price it is by far the most affordable and usable product of its type on the market.  In my opinion, you haven't even scratched the surface of your earning potential.  If you focused on making money through sales of add-on products (and if you actually dedicated resources to CREATING useful add-on products) you could arrange deals with all sorts of hardware manufacturers to include Muvizu as bundles with their products. Every video card should come with Muvizu. That would position you for a huge active user base who would all want to buy your accessory packs.  <br/>  <br/> Instead, you dedicate your development resources to create 3D rotation packs and Oculus rift viewer packs that are useless to 99.9% of the people who use your software. That's not good marketing strategy.  <br/>  <br/> I have to wonder why the dev team would spend resources  to develop useless stuff when there  are features we've been asking for and which we are willing to pay for!  It had to cost Digimania a fair amount of money to pay for the man  hours involved in the development of the oculus and 360 degree rotation   features, neither of which is really useful in the world of video  creation. I have to guess its because Muvizu is based on a game engine, and you  probably hire developers from the gaming industry, who come to the  workplace with ideas and skills that are useful in that environment.   But although there is some overlap, they are two different paradigms.   Your customers are basically film makers, and until Muvizu starts  catering to the specific needs of video production the products you  release will continue to be useless to us, and money losers for the  company.  <br/>  <br/> Given the low price of the base product, the expansion packs are where you stand to make money.  Develop what we want, and we'll buy it. Develop things we can't use, and we won't.  <br/>   <br/>  My suggestion (if anyone at Muvizu gives a d@mn about what the users  think) is: <br/> 1) Devote resources to providing accessories for the new  characters. Cool as they are, they remain fairly useless without the  ability to change their outfits and appearance.  <br/>   <br/>  2) Also a utility character that has the best features of the potato  heads (lots of skeletal attachment points) and of the newer characters (ability  to turn off the various body parts we don't need) would be useful. We  could use such a character to create our own specialty creatures without  all the constraints we have when trying to modify the current  characters <br/>     <br/>  3) And finally, in the absence of dev team involvement with the forum, users have started experimenting on their own. We now know that it is possible to create quadrapeds by editing the XML files. True, we are prohibited from doing so by the user agreement... but knowing that it is possible changes our expectations for the dev team.  You can no longer tell us that it isn't possible to do what we've been asking for. <br/>  <br/> We want at least one professionally designed quadraped that has enough attachment points that we can morph it into other creatures with a little modelling skill. I can't speak for anyone else, but I'd pay whatever you asked for such a character!  I think just about everyone would. <br/>  <br/>  <br/> In summary: expand your user base with bundling deals, then fill the store with useful accessories, and I predict your revenue will take off like a rocket.  Or not. Your call. <br/>  <br/> -------------------------- <br/> edited by PatMarrNC on 01/09/2016 </div>  <br/>   Hi PatMarrNC, <br/>  <br/>  <br/> As promised, we wanted to get back to you regarding the Open letter you sent to Muvizu's developers.  <br/>  <br/>  <br/> As an animated film making application we have to be aware and respond to modern film-making techniques, such as 360 degree videos and Virtual Reality experience videos. The VR market is forecast to be huge and the demand for both 360 video and VR experiences is growing rapidly. <br/>    <br/>  <br/> Digimania as a company has been making waves within the educational technology market and these new methods of film-making are seen as emerging skills to teach. Although primarily developed for the educational market we also released these features to our consumer users. <br/>    <br/>  <br/> We regularly compile users' feedback and suggestions to form the basis of development schedules. We appreciate the updates may not be as often as many of you would like and are also aware that the frequency of content releases is not as often. We constantly discuss the development options open to us as a business and all decisions made need to work across the whole business covering both the educational and consumer markets. <br/>    <br/>  <br/> As clayster2012 points out the creation of assets for CGi is a lengthy and costly process. Professional animation software is extremely pricy with a huge learning curve, but with enough skill and time a user can make high quality animations. It is the aim of Muvizu to bring animation to the consumers at an affordable price. We appreciate that for some advanced users there will be limitations to what Muvizu can offer. <br/> Thanks, <br/> Jo <br/> <em>edited by MuvizuTeam on 05/09/2016</em>]]></description>
<pubDate>Mon, 05 Sep 2016 14:57:35 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[that's my point, they work hard to do what they do, so we have to consider that the prices they have now they are not really worth the effort, but they do it, I remember what I use to do, it barely put food on the table. <br/> <em>edited by clayster2012 on 03/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 20:42:05 GMT</pubDate>
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<title>Message from christian_clavet</title>
<description><![CDATA[I agree with you. At some point Muvizu would probably need to create more "versions" of the software. The current "play" version would be a basic paying version, then you could have PRO, and ULTIMATE, something along those line. (Or going with tech addons, like keyframing, etc) <br/>  <br/> As for the assets price, their prices should be revised. It's not worth it for any artist/team to create a new character for 3$! <br/> <em>edited by christian_clavet on 03/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 20:32:17 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>theotherguy</b> wrote:<br/><div class='quote'>I think I'm coming from a slightly different direction here, I recognized Muvizu as a modified game from the start, and like most games it is like a car that is already built. It's a very complex car and to dive under the hood would be a very daunting task. Whenever I get fancy with Muvizu I run into problems, so I use other software, like my video editor,  to pick up the slack. With Muvizu  it's best to work in tiny chunks of 10-20 seconds or less and to really plan stuff out, especially character movements, which is my particular peeve.  <br/>  <br/> With a bit of experimenting you can put Muvizu characters and props anywhere, in any environment. Although it's cumbersome in use, it gets the job done, without the mind-blowing complexity which is the hallmark of most 3-D programs. I just finished trying to figure out Amazon's Lumberyard to no avail. I've tried iClone and Poser and have given up on them. <br/>  <br/> I'll continue using Muvizu until something comparable comes along, but I might be in for a long, long, wait. I'd like to make my own 3-D environments for them in the meantime, if anyone has any suggestions they'd be gratefully received. </div> <br/>  <br/> I feel the same way,but  I don't want everyone to think that I'm going against to what everyone wants muvizu to have, I want these things to, and yes they would make the money, but think of it this way, To make a character you don't really need a developer, what you need is a modeller, a rigger, a texture artist, an animator and a tester + web dev and marketing. Its a team job to design, create and publish a character. It can take 3 months to make the new asian style characters and 6 months - 1 year to make the full character that is the potato heads, I mean something like an attachment pack with 12 assets could take a month with 2 artist, a tester and web/marketing working on it. Realistically it might take 6 weeks. You could be looking at paying 4 or 5 peoples salary for a month so getting a return on that investment with a 3 dollar content pack just isn't going to happen. If you are talking paying salaries and other costs for 3 months with a number of people and selling at $15 - it just doesn't cover the investment, I say this because I  used to work for a company that made software, and I was one of the artist along with three others, there was 4 programmers, a designer, and there was web and marketing, we had to sell the product at a higher price to cover our  salaries, Take Buildbox for example, they are asking $2000 for their product, and Unity is selling at $125.00 a month, and other softwares like toon Boom (Harmony) is selling at $140, they do this in order to pay  salaries and make a profit,  so if muvizu took everyone's ideas and put them in production then you may see an increase in price, look guys I love muvizu just as much as yaw do,and i would like to see the things we ask for happen and I'm sure they have plans on doing more for it, like the Oculus rift pack, yea some of us think it shouldn't be apart of muvizu, but believe or not VR is in High demand and getting ready for the next generation of software's,  and yes there are demands for VR videos, and since the Oculus is at a High price, muvizu offers a cheap <span style="color:rgb(34, 34, 34)">expansion pack, so far every pack and </span><span style="color:rgb(34, 34, 34)">expansion pack they sell for us to afford </span>and considering some of the lost in profits, this is something we all should think about when we ask a lot from the developers, They will take ideas to consider, just Like I do when someone gives me one, but doesn't mean I'll get to it right away or not even at all, it just depends on what all can be done. <br/>  <br/>  <br/> <span style="color:#222222">again I'm all for the same things that everyone is asking for, and I'm not taking sides, I'm just stating the facts that should be considered.</span> <br/> edited by clayster2012 on 03/09/2016 <br/> edited by clayster2012 on 03/09/2016 <br/> <em>edited by clayster2012 on 04/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 20:11:28 GMT</pubDate>
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<title>Message from christian_clavet</title>
<description><![CDATA[Good point about Muvizu having stylized characters, that's one of <b>it's strength</b> and <u>one of the reason I bought it in the first place</u>. It would be interesting that they<u> act on this and offer more content</u>. <br/>  <br/> Here is a reference image of what I mean, we could have more types of styles like theses one: <br/>  <br/> <i>Pixar styled characters:</i> <br/> <a href="https://c.fastcompany.net/multisite_files/fastcompany/imagecache/inline-large/inline/2015/11/3053961-inline-i-8-7-tips-on-storytelling-like-pixar.jpg" target="_blank"><img src="https://c.fastcompany.net/multisite_files/fastcompany/imagecache/inline-large/inline/2015/11/3053961-inline-i-8-7-tips-on-storytelling-like-pixar.jpg" border="0"></a> <br/> <i> <br/> </i> <br/> <i>Anime style:</i> <br/> <a href="http://www.gamersheroes.com/wp-content/uploads/2016/06/Star-Ocean-Integrity-And-Faithlessness-Skill-Book-Location-Guide.jpg" target="_blank"><img src="http://www.gamersheroes.com/wp-content/uploads/2016/06/Star-Ocean-Integrity-And-Faithlessness-Skill-Book-Location-Guide.jpg" border="0"></a> <br/>  <br/> For this, they would need to contract artists and get someone on dev team to integrate the art. They could even re-use the skeletons of the models already made (heros & vilain could surely work), so the animation that is already done could work also on them. The only work that would need to be done, would be on the expressions (morph? faces with bones?). Who would not be happy to get more types of character styles? If they were releasing more character styles like theses one, I would buy them immediately. <br/>  <br/> Even with a style character TYPES are also needed: <br/> - Man, women, children, babies (geometry) <br/> - Fat , skinny, muscular, regular (geometry) <br/> - clean, sloppy, etc. (mostly textures) <br/>  <br/> As of other suggestions: <br/> OCEAN / VEGETATION AND PHYSIC ANIMATION: <br/> - The game engine can already do OCEAN with particles FX of water splashes, but it's not used in Muvizu because its not integrated in the software (game engine support this). Putting a dev to integrate it in the project, and sell this as a addon (object that is a water surface generated by the game engine), would surely generate more revenue.  <br/> The same could be done for trees that would be animated by winds. (By the way, the game engine have physic).  <br/> We could have a character trigger a ball and the system could animate the ball bouncing in the scene, or trigger a car accident (if physic was integrated with a trigger force element). More iteration and we could define wheels that would turn by themselves when we are moving a car (friction, and torque) <br/>  <br/> WALK SYSTEM IMPROVEMENTS: <br/> - As for the walking, right now. I'm trying to limit myself to using it to a minimum, because it's really not accurate. Directing the character to walk specifically in a position is quite difficult. <br/>  <br/>  Would'nt it be nice if we could use "waypoints" to define exactly where the character would go and the position/rotation he will be? (Waypoints are position/rotation we define in a game so the AI for NPC can refer to it to move characters) This is something that should be in the game engine, but not in Muvizu. We could define between each waypoint if the character is running/walking and this could be made in another addon that lot of people would like to have including me. <br/>  <br/> CUSTOM CHARACTERS & CUSTOM ANIMATIONS: <br/> - As for adding more customization, if we could have a IMPORT CHARACTER For <u>each type of character</u> (could have a licence for each type of character, that would give us the model in FBX with the full skeleton and rig). A person that would get a model say for example, the FAT MAN, could modify the mesh inside his modeling application and redo the skinning, but don't touch the skeleton so it would re-use the current animations that were done for the character.  That would allow people with the proper skills (modeling/rigging and skinning) to do custom characters.  <br/>  <br/> Having these characters assets on the market could surely allow to create new animations too that could be imported later as new CUSTOM animations for theses types of characters. <br/> Having the possibility to creating custom characters for MUVIZU would be great but not for everybody. As this is quite challenging technically (skinning), and require quite good skills in modeling. So not in the reach for anybody, having a way to artist to resell their work on the asset store would be nice. <br/> <em>edited by christian_clavet on 03/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 19:32:58 GMT</pubDate>
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<title>Message from theotherguy</title>
<description><![CDATA[I think I'm coming from a slightly different direction here, I recognized Muvizu as a modified game from the start, and like most games it is like a car that is already built. It's a very complex car and to dive under the hood would be a very daunting task. Whenever I get fancy with Muvizu I run into problems, so I use other software, like my video editor,  to pick up the slack. With Muvizu  it's best to work in tiny chunks of 10-20 seconds or less and to really plan stuff out, especially character movements, which is my particular peeve.  <br/>  <br/> With a bit of experimenting you can put Muvizu characters and props anywhere, in any environment. Although it's cumbersome in use, it gets the job done, without the mind-blowing complexity which is the hallmark of most 3-D programs. I just finished trying to figure out Amazon's Lumberyard to no avail. I've tried iClone and Poser and have given up on them. <br/>  <br/> I'll continue using Muvizu until something comparable comes along, but I might be in for a long, long, wait. I'd like to make my own 3-D environments for them in the meantime, if anyone has any suggestions they'd be gratefully received.]]></description>
<pubDate>Sat, 03 Sep 2016 18:27:55 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[then there's the problem you run into when you start down the path of hyper realism, as touted by iClone and Poser.  It's the graphical equivalent of bands making the decision to play a cover song in their own style, or trying to nail the original recording note for note.  <br/>  <br/> Nobody ever nails the original recording. Playing your own version changes the audience's expectations, and a good custom version is generally received more favorably than an equally good note-for-note replication of the original.  Unless it sounds EXACTLY like the original, in every way, people will mock it.  <br/>  <br/> The problem with the iClone approach is that Hollywood has raised audience  expectations to the point that anything you produce will fall short of the expectations.  Far better (in my opinion) to create stylized content that makes no claim to Hollywood realism.   <br/>  <br/> This is exactly why I'd like to have modifiable characters in Muvizu. Ideally an animator could make stories in Muvizu that are customized enough that it isn't obvious that it was made in Muvizu. At this time, however, the characters are so identifiably MUVIZU that you can't really create your own branded look.  <br/>  <br/> In my opinion this is the most serious roadblock to artists using Muvizu for commercial projects.]]></description>
<pubDate>Sat, 03 Sep 2016 17:31:12 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<div class='quote'>but where are all the great movies made with SFM ? This is 4 years old and there's virtually nothing. </div> <br/>  <br/> I think this is a significant observation.  One of my benchmarks for evaluating any software's "ease of use" is to look thru its forum to see what users are posting.  <br/>  <br/> If you see mostly demos and exercises, it tells you that people are having trouble bringing their projects to completion. But if you see lots of good finished projects from a lot of different people (not just from a few experts) that tells you the average forum member is successfully assimilating the skills needed to use the software. <br/>  <br/> Muvizu passes that test.  In  fact, a quick youtube search for the keyword MUVIZU  will yield more hits than you can watch in a day... <br/>  <br/> In contrast, most other animation forums are full of 30 second long walk cycle exercises  or phoneme mouth projects or blinking eyes, and none of them are even half as good as Muvizu's <br/> <em>edited by PatMarrNC on 03/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 17:16:57 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[The problem as always if finding the assets and actions for characters. Here's hoping some kind of Muvizu unreal movie maker hybrid can be developed.  <br/>  <br/> Or in other words Muvizu 2!]]></description>
<pubDate>Sat, 03 Sep 2016 17:12:42 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>. This must mean something. </div> <br/>  <br/> The system to get things into source are mind boggling the file system is very bad basically its just a game (that game) they glued a filming sort of looking thing on like you would get in any film editor package and a way of recording things (which was already part of the unreal engine). <br/>  <br/> so yeah *cough* there is something geared towards movie makers that is easy to work with ... and then unreal 4 has released its own film package for making movies/videos so there is no need for source any longer. <br/> <em>edited by urbanlamb on 03/09/2016</em>]]></description>
<pubDate>Sat, 03 Sep 2016 14:59:52 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I looked at Source Filmmaker very, very hard around 2.5 years ago and it's so far advanced of Muvizu. <br/>  <br/> However, in the end that's why I decided not to jump ship - it's a bit too advanced. I think if you were an animator then that would be a great choice, but I just thought the learning curve and the sheer amount of action customization would mean that my film would take 20 years to produce rather than 6 ! <br/>  <br/> I don't regret my decision. <br/>  <br/> I mean this is just staggering... <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/tInO_4PIaGU?rel=0" frameborder="0" allowfullscreen></iframe></div> but where are all the great movies made with SFM ? This is 4 years old and there's virtually nothing. And what there is seems to feature the exact same characters and settings. This must mean something.]]></description>
<pubDate>Sat, 03 Sep 2016 10:37:15 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>mindiflyth</b> wrote:<br/><div class='quote'><b>MrDrWho13</b> wrote:<br/><div class='quote'>There <i>are</i> free alternatives to Muvizu now, unlike when it started. <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> What would those alternatives be? I'm not aware of any 3D animation programs with anything like this level of customization, or ease of use. </div> <br/> Have a look at source filmmaker. If you can play any first person shooter game then you're already half way there to knowing how to use it. Additional animation can be keyframed in. <br/> I'm sure I had another in mind but I've forgotten what it was.]]></description>
<pubDate>Sat, 03 Sep 2016 08:39:18 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'>There <i>are</i> free alternatives to Muvizu now, unlike when it started. <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> What would those alternatives be? I'm not aware of any 3D animation programs with anything like this level of customization, or ease of use.]]></description>
<pubDate>Sat, 03 Sep 2016 08:33:46 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>primaveranz</b> wrote:<br/><div class='quote'>Hi Pat, <br/>  <br/> I'm afraid your initial post shows you are just following the Muvizu "Path of Despair" that many of us have been down already. You can probably see some of our signatures carved on the walls in the flicker of your dying candle <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> From the first arrival full of excitement and wonder, to the supportive messages to those vets who seem to be complaining unreasonably, to the tentative questioning of Muvizu staff about the future, gradual angry realisation of "the Truth", then a last burst of enthusiasm and effort to ignite things again. Then comes the final pleading for "a Sign". Followed by the apparently irreversible slump into apathy. <br/>  <br/> Its such a perfect tragedy, someone should make a movie about it.... <img src="images/smilies/1cool.gif" border="0" alt="Cool" /> <br/>  </div> <br/>  <br/> man, that really WOULD make a great movie! ;-)  <br/>  <br/> But I honestly don't feel any sense of despair... I'm having fun with Muvizu, and I expect that to continue for the foreseeable future.  <br/> The original post is more about identifying the elephant in the living room. If Muvizu is OK with not making any money, that's their call, and only they get to make it.  <br/>  <br/> But if they aren't making money because they truly don't understand why nobody buys their  expansion packs.. then that can be addressed.  It's pretty clear now what we want and what we don't want. <br/>  <br/> It is still to be determined what happens next... and it is entirely in Muvizu's power to choose.]]></description>
<pubDate>Sat, 03 Sep 2016 00:27:35 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[Hi Pat, <br/>  <br/> I'm afraid your initial post shows you are just following the Muvizu "Path of Despair" that many of us have been down already. You can probably see some of our signatures carved on the walls in the flicker of your dying candle <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> From the first arrival full of excitement and wonder, to the supportive messages to those vets who seem to be complaining unreasonably, to the tentative questioning of Muvizu staff about the future, gradual angry realisation of "the Truth", then a last burst of enthusiasm and effort to ignite things again. Then comes the final pleading for "a Sign". Followed by the apparently irreversible slump into apathy. <br/>  <br/> Its such a perfect tragedy, someone should make a movie about it.... <img src="images/smilies/1cool.gif" border="0" alt="Cool" /> <br/> edited by primaveranz on 02/09/2016 <br/> <em>edited by primaveranz on 02/09/2016</em>]]></description>
<pubDate>Fri, 02 Sep 2016 21:50:54 GMT</pubDate>
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<title>Message from Quoling</title>
<description><![CDATA[Not been on this site in years - didn't even know it was still going.  Gave up on Muvizu a couple of years back after the first major overall of the system as it was (despite being 64 bit) so clunky and awkward to use I couldn't afford to waste more time screaming at the screen...  <br/> I cannot believe it's only on version 1.8 !! - should be on version 3.0 by now. <br/> Anyway add another +1 to the above from a user who started using Muvizu back in the dark ages.]]></description>
<pubDate>Fri, 02 Sep 2016 19:06:11 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Digimania, <br/> What do you think, should Ziggy72 and others hang around waiting for more updates and bug fixes or should they go elsewhere?  <br/> Do them a favour and let them know if Muvizu has a future. They've been the most loyal supporters of your software the least you can do is stop wasting their time with vague hints that all is going to be well if you know it really isn't! </div> <br/> There <i>are</i> free alternatives to Muvizu now, unlike when it started. <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Fri, 02 Sep 2016 19:05:06 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Take a breath Zig...  <br/>  <br/> In and out,  <br/>  <br/> That's it...  <br/>  </div> <br/> You know what really grinds my gears, D?  When I think back to posts like this one (which I made on the 13th of June, before v1.8 came out).  I posted it in Zuchat, because I didn't want to say it here : <br/>  <br/> <i>Any  update would be good news - as long as it doesn't follow the normal  routine... (new version, new features, old features now broken, wait for  months for fix).</i> <br/>  <br/> And where are we at now?  When it gets this predictable, I've got to question why I'm even here.  I wouldn't put up with this from any other software I've got, and yet from Muvizu I've actually come to expect it...?!  I still have faith in the program - it still isn't anywhere near it's full potential, and you can do amazing things with it, but I fear for it's future when it's left to limp along on 3 legs with more and more saddlebags thrown on for effect.]]></description>
<pubDate>Fri, 02 Sep 2016 17:41:48 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Hey Dreeko!  Long time no post <img src="images/smilies/smile.gif" border=0 />  You're dead right about the keyframing - just a pity it doesn't WORK!!  It randomly flips the camera through 360 degrees and has been doing so since it was released along with v1.6, as well as 'removing' an axis of movement - we are now at v1.8 and it's still broke.  If your software is fundamentally broken, you can't sell it.  If you keep updating the software with progressively more broken versions (like v1.8), you're not only not going to sell it, but people will want their money back, or just abandon the software and go use something else instead (something that works!).  If you have a flat tyre on your car, you don't add a fifth wheel to compensate, but this is exactly what Muvizu has been doing.  Enough already.]]></description>
<pubDate>Fri, 02 Sep 2016 15:46:06 GMT</pubDate>
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<title>Message from MuvizuTeam</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'><b>MuvizuTeam</b> wrote:<br/><div class='quote'>Hi All, <br/> Jo here.  Thank you for your letter. I will share your comments and the points raised. As previously mentioned - we are a small team but we will be back in touch as soon as possible. </div> <br/>  <br/> Jo, thank you for commenting!  <br/>  <br/> I hope this thread is not discouraging to anyone at Muvizu. It is intended to show our interest in the product and to point out that what we all want is really pretty simple. We don't want you to work overtime or jump through hoops. We just want you to redirect the same amount of work that you're already doing into features and expansion packs that we can use.  <br/>  <br/> We recognize that Muvizu is one of many tools in the toolbox, and as such we don't ask you to recreate features that we already have in other products. <br/>  <br/> The most productive and most money-making thing for Muvizu is to take the existing paradigm and refine it:   <br/> <ul><li>Where there are bugs, fix them.  <br/> </li><li>We love the actions so much, we'd rejoice if we had more. </li><li>expansion packs!  <br/> </li><li>outfits!  <br/> </li><li>characters that are modifiable! (this is why most of us still use the potato heads... they are more modifiable) <br/> </li><li>timeline enhancements!  <br/> </li></ul>the list could get long and overwhelming. But pick one and run with it.  <br/>  <br/> We'll buy it. You'll make money. Everybody will be happy <br/> . </div> <br/>  <br/> Hi PatMarrNC, <br/>  <br/> Not at all. Your feedback and support shows you care and are interested in making the product as best as it can be. <br/>  <br/> Jo <br/> <em>edited by MuvizuTeam on 02/09/2016</em>]]></description>
<pubDate>Fri, 02 Sep 2016 15:39:18 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from PatMarrNC</title>
<description><![CDATA[<b>MuvizuTeam</b> wrote:<br/><div class='quote'>Hi All, <br/> Jo here.  Thank you for your letter. I will share your comments and the points raised. As previously mentioned - we are a small team but we will be back in touch as soon as possible. </div> <br/>  <br/> Jo, thank you for commenting!  <br/>  <br/> I hope this thread is not discouraging to anyone at Muvizu. It is intended to show our interest in the product and to point out that what we all want is really pretty simple. We don't want you to work overtime or jump through hoops. We just want you to redirect the same amount of work that you're already doing into features and expansion packs that we can use.  <br/>  <br/> We recognize that Muvizu is one of many tools in the toolbox, and as such we don't ask you to recreate features that we already have in other products. <br/>  <br/> The most productive and most money-making thing for Muvizu is to take the existing paradigm and refine it:   <br/> <ul><li>Where there are bugs, fix them.  <br/> </li><li>We love the actions so much, we'd rejoice if we had more. </li><li>expansion packs!  <br/> </li><li>outfits!  <br/> </li><li>characters that are modifiable! (this is why most of us still use the potato heads... they are more modifiable) <br/> </li><li>timeline enhancements!  <br/> </li></ul>the list could get long and overwhelming. But pick one and run with it.  <br/>  <br/> We'll buy it. You'll make money. Everybody will be happy <br/> .]]></description>
<pubDate>Fri, 02 Sep 2016 15:07:46 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'><b>ukBerty</b> wrote:<br/><div class='quote'>Sadly Dreeko's interpretation of the situation is the same as mine and I agree with everything you say Pat. <br/>  <br/> I made a conscious decision not to comment on Muvizu's direction about three years ago as I realised that I didn't understand it and it was not in line with what I wanted or needed from the software. My mum taught me that if I have nothing good to say then say nothing. </div> <br/>  <br/> Your Mum was right but this situation with Muvizu is ridiculous. It's obvious that Muvizu is never going to recover the money invested without a serious rethink.   </div> <br/>  <br/> the irony of this statement is that I think Muvizu is positioned to make a KILLING on this software! They should be able to make back many times more than has EVER been invested in it!  It's priced low enough that everybody can afford it... its easy enough that anybody can learn it.... its addictive enough that nobody wants to stop using it.... it creates a product that is useful for internet advertising, memes etc...  <br/>  <br/> if we had quadrapeds it would be useful for making CAT VIDEOS!! What in the name of heaven is more popular and easy to sell than cat videos??? <br/>  <br/> <div class='quote'> On a positive note. They did release an expansion pack with keyframing for cameras etc. That was a huge improvement and not an easy thing to implement.  <br/> So yay! Go Muvizu! <img src="images/smilies/smile.gif" border=0 />  <br/>  <br/> D <br/> edited by Dreeko on 02/09/2016 </div> <br/>  <br/> I agree! The keyframe pack is AWESOME! I love it and use it in every video! It's exactly the kind of content pack that makes me want to buy it as soon as I see it in the store!]]></description>
<pubDate>Fri, 02 Sep 2016 14:27:44 GMT</pubDate>
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<title>Message from MuvizuTeam</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'><b>MuvizuTeam</b> wrote:<br/><div class='quote'>Hi All, <br/> Jo here.  Thank you for your letter. I will share your comments and the points raised. As previously mentioned - we are a small team but we will be back in touch as soon as possible. </div> <br/>  <br/> Oh hello Jo!  <br/> And what do you do in the land of Muvizu? </div> <br/>  <br/>  <br/>  <br/> Hi Dreeko, <br/>  <br/> Sorry for the delay. I work in the commercial team - marketing, sales etc.]]></description>
<pubDate>Fri, 02 Sep 2016 13:05:26 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>MuvizuTeam</b> wrote:<br/><div class='quote'>Hi All, <br/> Jo here.  Thank you for your letter. I will share your comments and the points raised. As previously mentioned - we are a small team but we will be back in touch as soon as possible. </div> <br/>  <br/> Oh hello Jo!  <br/> And what do you do in the land of Muvizu?]]></description>
<pubDate>Fri, 02 Sep 2016 10:27:54 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from MuvizuTeam</title>
<description><![CDATA[Hi All, <br/> Jo here.  Thank you for your letter. I will share your comments and the points raised. As previously mentioned - we are a small team but we will be back in touch as soon as possible.]]></description>
<pubDate>Fri, 02 Sep 2016 09:40:51 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Sadly Dreeko's interpretation of the situation is the same as mine and I agree with everything you say Pat. <br/>  <br/> I made a conscious decision not to comment on Muvizu's direction about three years ago as I realised that I didn't understand it and it was not in line with what I wanted or needed from the software. My mum taught me that if I have nothing good to say then say nothing.]]></description>
<pubDate>Fri, 02 Sep 2016 07:24:19 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic5905-an-open-letter-to-muvizus-developers.aspx</link>
<title>Message from PatMarrNC</title>
<description><![CDATA[<div class='quote'>The following may or may not be true...  </div> <br/>  <br/> it sure sounds like it could be true.  Especially the part about not having any idea what they want the product to be.  <br/>  <br/> But if return on investment is really all they want... all the more reason to follow my advice and the advice of everyone who has posted on this forum asking for specific things over the past few years.  <br/>  <br/> Money is always flowing from one place to another, and if they aren't getting their share, it indicates they are either not marketing effectively or not offering products that their demographic wants.  The demographic that opts for the $30 animation package instead of the $200 package is more likely to make several small purchases  than one large one.  Accessories that  enhance the usability of their preferred product  are easy purchases to make. <br/>  <br/> it is an awesome product, I think a large percentage of the world's population could find a use for it (that's potentially MILLIONS of customers...)  <br/>  <br/> I can afford any product I want... and I have many of them... but I like this one because I believe it is easy to learn and you can extend its capability if you know how to model.  That's a good foundation to build on.   <br/>  <br/> <ul><li>Provide new users with an easy to learn interface (done)</li><li>Provide experienced users with the flexibility to create custom content (done)</li><li>Provide a steady stream of new (and useful) characters, accessories and actions in competitively priced expansion packs (not done)</li><li>Market the heck out of it  (I have no idea what marketing is done, but I regularly look for products like this, and I only stumbled across it by accident.  Somebody who is looking for your product diligently ought to be able to find it in the very first web query, or somebody isn't doing his/her job. </li></ul> <br/> <em>edited by PatMarrNC on 02/09/2016</em>]]></description>
<pubDate>Fri, 02 Sep 2016 00:30:45 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>MrDrWho13</b> wrote:<br/><div class='quote'><b>ikes</b> wrote:<br/><div class='quote'>Oh, and I like to add to that: more character actions! </div> <br/> +1 to this. Or at least the ability to add custom actions. I don't think any have been added since 2012/2013. <br/> edited by MrDrWho13 on 01/09/2016 </div> <br/>  <br/> Exactly. They should have Developed instead of VR and 360 video, a kinect movement recorder.]]></description>
<pubDate>Thu, 01 Sep 2016 22:25:56 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'>Oh, and I like to add to that: more character actions! </div> <br/> +1 to this. Or at least the ability to add custom actions. I don't think any have been added since 2012/2013. <br/> <em>edited by MrDrWho13 on 01/09/2016</em>]]></description>
<pubDate>Thu, 01 Sep 2016 21:48:40 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[I can not say anything else than: I endorse this post of Pat. <img src="images/smilies/boink.gif" border="0" alt="boink" /> <br/> Oh, and I like to add to that: more character actions!]]></description>
<pubDate>Thu, 01 Sep 2016 21:33:13 GMT</pubDate>
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<title>Message from BrianGray</title>
<description><![CDATA[I agree with <i>PatMarrNC and my other neighbors.</i> <br/> <i> <br/> </i> <br/> <i>Brian</i>]]></description>
<pubDate>Thu, 01 Sep 2016 21:03:29 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[I wish I could say you're wrong with this one, but I can't find any reason to. So <img src="images/smilies/whs0be.gif" border="0" alt="What He Said" />]]></description>
<pubDate>Thu, 01 Sep 2016 19:49:57 GMT</pubDate>
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<title>Message from wdeprospo</title>
<description><![CDATA[God bless you. Hole in one.]]></description>
<pubDate>Thu, 01 Sep 2016 19:40:41 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[He ain't wrong you know.]]></description>
<pubDate>Thu, 01 Sep 2016 18:53:52 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[I want to start by saying that I love this software. Whoever conceptualized it and created the amazingly intuitive interface is brilliant! At the current price it is by far the most affordable and usable product of its type on the market.  In my opinion, you haven't even scratched the surface of your earning potential.  If you focused on making money through sales of add-on products (and if you actually dedicated resources to CREATING useful add-on products) you could arrange deals with all sorts of hardware manufacturers to include Muvizu as bundles with their products. Every video card should come with Muvizu. That would position you for a huge active user base who would all want to buy your accessory packs.  <br/>  <br/> Instead, you dedicate your development resources to create 3D rotation packs and Oculus rift viewer packs that are useless to 99.9% of the people who use your software. That's not good marketing strategy.  <br/>  <br/> I have to wonder why the dev team would spend resources  to develop useless stuff when there  are features we've been asking for and which we are willing to pay for!  It had to cost Digimania a fair amount of money to pay for the man  hours involved in the development of the oculus and 360 degree rotation   features, neither of which is really useful in the world of video  creation. I have to guess its because Muvizu is based on a game engine, and you  probably hire developers from the gaming industry, who come to the  workplace with ideas and skills that are useful in that environment.   But although there is some overlap, they are two different paradigms.   Your customers are basically film makers, and until Muvizu starts  catering to the specific needs of video production the products you  release will continue to be useless to us, and money losers for the  company.  <br/>  <br/> Given the low price of the base product, the expansion packs are where you stand to make money.  Develop what we want, and we'll buy it. Develop things we can't use, and we won't.  <br/>   <br/>  My suggestion (if anyone at Muvizu gives a d@mn about what the users  think) is: <br/> 1) Devote resources to providing accessories for the new  characters. Cool as they are, they remain fairly useless without the  ability to change their outfits and appearance.  <br/>   <br/>  2) Also a utility character that has the best features of the potato  heads (lots of skeletal attachment points) and of the newer characters (ability  to turn off the various body parts we don't need) would be useful. We  could use such a character to create our own specialty creatures without  all the constraints we have when trying to modify the current  characters <br/>     <br/>  3) And finally, in the absence of dev team involvement with the forum, users have started experimenting on their own. We now know that it is possible to create quadrapeds by editing the XML files. True, we are prohibited from doing so by the user agreement... but knowing that it is possible changes our expectations for the dev team.  You can no longer tell us that it isn't possible to do what we've been asking for. <br/>  <br/> We want at least one professionally designed quadraped that has enough attachment points that we can morph it into other creatures with a little modelling skill. I can't speak for anyone else, but I'd pay whatever you asked for such a character!  I think just about everyone would. <br/>  <br/>  <br/> In summary: expand your user base with bundling deals, then fill the store with useful accessories, and I predict your revenue will take off like a rocket.  Or not. Your call. <br/>  <br/> -------------------------- <br/> <em>edited by PatMarrNC on 01/09/2016</em>]]></description>
<pubDate>Thu, 01 Sep 2016 18:27:29 GMT</pubDate>
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