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<title>Forum - Feedback - bleeding edge beta and things that made me go hmmn - Messages</title>
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<description>Forum - Feedback - bleeding edge beta and things that made me go hmmn - Messages</description>
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<pubDate>Wed, 23 Feb 2011 10:50:33 GMT</pubDate>
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<title>Message from KerryK</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'> <br/> Stop making them then! <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/>  <br/>  <br/> <a href="http://farm1.static.flickr.com/119/294168009_b25decaddf_z.jpg" target="_blank"><img src="http://farm1.static.flickr.com/119/294168009_b25decaddf_z.jpg" border="0"></a>]]></description>
<pubDate>Wed, 23 Feb 2011 10:50:33 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'> <br/> I know, but my ears are sore after listening to all of yours and Dreeko's bug reports.  <img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> Stop making them then! <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 22 Feb 2011 22:30:19 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Hey, I'm not shouting, merely grumbling <img src="images/smilies/smile.gif" border=0 /> </div> <br/> I know, but my ears are sore after listening to all of yours and Dreeko's bug reports.  <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 22 Feb 2011 21:47:34 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'>@Neil Hang on a minute, I'm with Dreeko here - the eye size and eye look are on separate tracks on the timeline, with separate blocks to show the actions - how can one overwrite the other? I know they're on the same tab to control them, but even so, even there they are independant of each other. <img src="images/smilies/confused.gif" border="0" alt="Confused" /> </div>  <br/>  <br/> They're on separate tracks, but because they're on the same "direct dialog", they're linked and can't be recorded individually. Don't shout at me, I didn't write that bit. <img src="images/smilies/upset.gif" border=0 /> </div>  <br/>  <br/> Hey, I'm not shouting, merely grumbling <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 22 Feb 2011 21:12:25 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>(we all know that's how it used to work !) </div> <br/>  <br/> Honestly, it didn't. <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> It looks like splitting them up is the popular choice, so that's what we'll do. Thanks for the input, folks.]]></description>
<pubDate>Tue, 22 Feb 2011 09:42:17 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I'll vote for separate tracks and doing it independently (we all know that's how it used to work !) <br/>  <br/> For important moments you can always record eye movements and size one after the other on the timeline and then move the size markers back to where you want them, but it's not ideal. <br/>  <br/> Berty]]></description>
<pubDate>Tue, 22 Feb 2011 07:54:40 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>@Neil  Hang on a minute, I'm with Dreeko here - the eye size and eye look are on separate tracks on the timeline, with separate blocks to show the actions - how can one overwrite the other?  I know they're on the same tab to control them, but even so, even there they are independant of each other.  <img src="images/smilies/confused.gif" border="0" alt="Confused" /> </div> <br/>  <br/> They're on separate tracks, but because they're on the same "direct dialog", they're linked and can't be recorded individually. Don't shout at me, I didn't write that bit. <img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Tue, 22 Feb 2011 00:59:41 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[@Neil  Hang on a minute, I'm with Dreeko here - the eye size and eye look are on separate tracks on the timeline, with separate blocks to show the actions - how can one overwrite the other?  I know they're on the same tab to control them, but even so, even there they are independant of each other.  <img src="images/smilies/confused.gif" border="0" alt="Confused" />]]></description>
<pubDate>Tue, 22 Feb 2011 00:01:25 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Maplins </div>  <br/>  <br/> Sorry mate, out of stock... <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 21 Feb 2011 23:51:02 GMT</pubDate>
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<title>Message from mcmillan-ra</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'> <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>has my version of muvizu been fitted with a flux capacitor? </div> <br/> We have considered making a special version just for you, Dreeko.  But believe me, it's not a flux capacitor we'd add.  <img src="images/smilies/wink.gif" border=0 /> <br/>  </div> <br/> Or a dragon.]]></description>
<pubDate>Mon, 21 Feb 2011 14:05:58 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'><b>mysto</b> wrote:<br/><div class='quote'>I knew my version of Muvizu was missing something! Where can I get a flux capacitor! </div> <br/> They're not cheap. <br/>  <br/> <a href="http://www.shopneo.co.uk/flux-capacitor-free-shipping--pr-16735.html" target="_blank" rel="nofollow">http://www.shopneo.co.uk/flux-capacitor-free-shipping--pr-16735.html</a> </div> <br/>  <br/>  <br/> Wow you're right they aren't cheap! Any chance I can bribe someone for one? LOL <br/> <em>edited by mysto on 21/02/2011</em>]]></description>
<pubDate>Mon, 21 Feb 2011 13:20:31 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>mysto</b> wrote:<br/><div class='quote'>I knew my version of Muvizu was missing something! Where can I get a flux capacitor! </div> <br/> They're not cheap. <br/>  <br/> <a href="http://www.shopneo.co.uk/flux-capacitor-free-shipping--pr-16735.html" target="_blank" rel="nofollow">http://www.shopneo.co.uk/flux-capacitor-free-shipping--pr-16735.html</a>]]></description>
<pubDate>Mon, 21 Feb 2011 13:16:21 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>But I have animated previously by performing three passes i.e. head, lids and pupils without overwriting occuring </div> <br/> I'll hazard a guess at what's happening here.  When you hit the record button, it doesn't immediately start overwriting anything until you change something such as move the pupil, or drag the eye width slider, etc.  From that point on until you press stop, it's overwriting your previous pass.  Does that help explain it?  Or have you *actually* broken it somehow?  Again. <br/>  <br/> Something we've wanted to add for a while now is the ability to see events on the time bars while you're recording, so you can see what you're overwriting.  We haven't been able to with the current UI, but it's something we can add to the new upcoming one. <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>has my version of muvizu been fitted with a flux capacitor? </div> <br/> We have considered making a special version just for you, Dreeko.  But believe me, it's not a flux capacitor we'd add.  <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>For the versions of Muvizu that dont have in built time travel, three separate passes for head, lids and pupils are as much a necessity as the separation of character actions and character movement from each other are in my opinion. </div> <br/> I'll take that as a vote for separating eye width and pupil direction then.  If we do this (and we probably will, it seems to make sense) it'll probably make it into the release after next, with the new UI. <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>PPS: Can we have signatures in our posts please. It would be great for plugging our Muvies! </div> <br/> I'll forward that to the web team.  I think he's in today.  <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Mon, 21 Feb 2011 13:11:21 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Maplins]]></description>
<pubDate>Mon, 21 Feb 2011 13:10:51 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[I knew my version of Muvizu was missing something! Where can I get a flux capacitor!]]></description>
<pubDate>Mon, 21 Feb 2011 13:08:28 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'> <br/> The tricky thing here is that eye size and eye direction are part of the same track. </div> <br/> But they are displayed on the timeline in their own respective tracks?  <br/>  <br/> <b>Neil</b> wrote:<br/><div class='quote'>Recording on the eye size track will overwrite the pupil direction and vice versa. </div> <br/> But I have animated previously by performing three passes i.e. head, lids and pupils without overwriting occuring <br/> <b>Neil</b> wrote:<br/><div class='quote'>We can change this behaviour in a future version if you want us to, but it'll mean recording eye width and pupil direction in separate passes.  Let us know which you'd prefer. </div> <br/>  <br/> Eh? ok ..but as I say I've already done this in the past without a hitch... what's happening here? has my version of muvizu been fitted with a flux capacitor? cos from what i'm  gathering just now, I shouldn't be able to do three passes yet, but I have, trust me! <br/>  <br/>  <br/> For the versions of Muvizu that dont have in built time travel, three separate passes for head, lids and pupils are as much a necessity as the separation of character actions and character movement from each other are in my opinion. <br/>  <br/> Cheers <br/>  <br/> D <br/>  <br/> PS:Click below for Staundoone episode 2! <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/Tu-4vWJySIU?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/>  <br/> PPS: Can we have signatures in our posts please. It would be great for plugging our Muvies!]]></description>
<pubDate>Mon, 21 Feb 2011 12:46:08 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>In the scenes I have been working on lately, I have been encountering some very strange behaviour. When I animate a characters head movements and I then try to animate the eyes (lids and pupils)the head movements disappear from the timeline. This is also the case for the reverse. <br/>  </div> <br/>  <br/> Hmmmm...  I'm not seeing that.  Are there a particular set of steps I need to follow to reproduce it? <br/>  <br/> Ziggy's issue is slightly different... <br/>  <br/> <b>ziggy72</b> wrote:<br/><div class='quote'>I've had a similar issue with the eyelid animations sometimes disappearing if I do them before I animate the eyes, and then sometimes the eye animations disappear if I do the lids first - never worked it out, and could never repeat it. </div> <br/> I've been chatting with the other devs about this today and it seems the behaviour is intentional.  I apologise for any technobabble while I try to explain. <br/>  <br/>  <br/> Recording in Muvizu is based around a concept of recording in passes, with each pass recording just one single "track".  This track could be character movement, sound effects, character talk/shush, etc.  But the concept is that you record just a single track.  If you re-record another pass on the same track, you overwrite anything that you recorded on that track previously. <br/> The tricky thing here is that eye size and eye direction are part of the same track, and are recorded in the same pass.  Recording on the eye size track will overwrite the pupil direction and vice versa. <br/>  <br/> We can change this behaviour in a future version if you want us to, but it'll mean recording eye width and pupil direction in separate passes.  Let us know which you'd prefer.]]></description>
<pubDate>Mon, 21 Feb 2011 11:32:55 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I thought this bug was pretty much a given..... <br/>  <br/> 1. Create a blank set <br/> 2. Create a character <br/> 3. Animate the eyes "look at" for 20 secs <br/> 4. Check timeline to see what you've done. <br/> 5. Go back to the start <br/> 6. Animate the eye size for 20 secs <br/> 7. Check the timeline - the "Eyes look at" animations have gone, replaced by the eye size. <br/>  <br/> This came in with the latest build. You used to be able to animate eye size and look at independently but now have to do them at the same time which is a pain. I tend to get it about right then move things around on the timeline. It means I use eye size a lot less now. <br/>  <br/> Hope this helps. <br/>  <br/> Berty]]></description>
<pubDate>Mon, 21 Feb 2011 07:01:12 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Yes I think it probably has something to do with the complexity of a scene also. No doubt the Muvizu team have came across this already and have it on the "bugs to fix list" I just hope that it's near the top! <br/>  <br/> D]]></description>
<pubDate>Sun, 20 Feb 2011 12:03:37 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[Now that you mention it I've had the same issues too. When I was doing the Quo animation I had head and eye movements disappear randomly. This has not happened with the other animations I've done. I really didn't give it much thought until it was mentioned here. <br/>  <br/> Then again, the timelines on the other animations I did were no where near as complicated as the Quo animation. Maybe the more that's on the timeline the more chance something can go amiss? I don't know. <br/>  <br/> I worked so hard on that animation that I never really gave the "glitches" much thought, I just redid things and carried on. I now realize that I should have been documenting these things and posting my findings. I will be sure to do that in the future.]]></description>
<pubDate>Sun, 20 Feb 2011 11:17:04 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>  Never had the head movements disappear like that though...very odd. </div> <br/>  <br/> Yes odd and very bloody annoying!<img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Sun, 20 Feb 2011 10:31:36 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[I've had a similar issue with the eyelid animations sometimes disappearing if I do them before I animate the eyes, and then sometimes the eye animations disappear if I do the lids first - never worked it out, and could never repeat it.  Never had the head movements disappear like that though...very odd.]]></description>
<pubDate>Sat, 19 Feb 2011 19:29:18 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[Howdy folks! <br/>  <br/> Dreeko here with another problem/bug <br/> In the scenes I have been working on lately, I have been encountering some very strange behaviour. When I animate a characters head movements and I then try to animate the eyes (lids and pupils)the head movements disappear from the timeline. This is also the case for the reverse. <br/> Is this something which has documented before?  <br/> Is there a certain sequence to the animations which has to be adhered to? <br/>  <br/> Cheers <br/> D]]></description>
<pubDate>Sat, 19 Feb 2011 14:13:27 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[Just don't eat any pizza that you find under the cooker, as you might end up with the squits and require a glutinous mix of stringy pharmaceutical chemicals to solidify your innards. <br/>  <br/> (It's a Theme Hospital reference for those who didn't play mid-'90s games made by Bullfrog)]]></description>
<pubDate>Thu, 03 Feb 2011 11:38:52 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'> Thanks!  But after you've squashed the bug, could you send it my way so I can jump up and down on it a bit?  Won't fix anything, but I'll feel better for it.  </div> <br/> As requested, we've re-directed it to your place. Take a look under your fridge, he'll be waiting for you.  <br/>  <br/> <b>ziggy72</b> wrote:<br/><div class='quote'> (BTW, my sweary opus is progressing nicely despite the f**king bugs...<img src="images/smilies/smile.gif" border=0 />) </div> <br/> F***KING A!!   <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 03 Feb 2011 09:40:19 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>Emily</b> wrote:<br/><div class='quote'>@Ziggy - one of our Code Ninjas seems to have squashed the ATI bug...however, the fix still needs to get thoroughly checked before the next release...so...it looks very promising, but as always...no promises!!! :P </div>  <br/>  <br/> Thanks!  But after you've squashed the bug, could you send it my way so I can jump up and down on it a bit?  Won't fix anything, but I'll feel better for it. <br/>  <br/> (BTW, my sweary opus is progressing nicely despite the f**king bugs...<img src="images/smilies/smile.gif" border=0 />)]]></description>
<pubDate>Wed, 02 Feb 2011 22:42:55 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[He is a ninja of CODE. When it comes to motor control and spatial perception he is a DUNCE <br/>  <br/> <a href="http://3.bp.blogspot.com/_nBTIOw6IjKo/SaNh2tzL63I/AAAAAAAAAx0/wX1AUfc-F6E/s400/dunce.jpg" target="_blank"><img src="http://3.bp.blogspot.com/_nBTIOw6IjKo/SaNh2tzL63I/AAAAAAAAAx0/wX1AUfc-F6E/s400/dunce.jpg" border="0"></a> <br/>  <br/> Is that a demo laptop just out of shot there?]]></description>
<pubDate>Wed, 02 Feb 2011 16:51:32 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[Code Ninja? Surely you can't be referring to Dave?   <br/>  <br/> Ninjas are meant to be agile and stealthy and Dave, well - is like this: <br/>  <br/> <a href="http://www.danno.co/wp-content/uploads/man-falling-down-stairs.jpg" target="_blank"><img src="http://www.danno.co/wp-content/uploads/man-falling-down-stairs.jpg" border="0"></a>]]></description>
<pubDate>Wed, 02 Feb 2011 16:42:13 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[@Ziggy - one of our Code Ninjas seems to have squashed the ATI bug...however, the fix still needs to get thoroughly checked before the next release...so...it looks very promising, but as always...no promises!!! :P]]></description>
<pubDate>Wed, 02 Feb 2011 16:08:50 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[@ Emily - Good suggestions, but I can't do it that way (I render each shot, review it, change it, render it, review it, change it, render it...that's why I don't make so many!).  One question though - when the upgrade to the Unreal engine is finished, will the problem remain for ATI card users?  I needs ta know!]]></description>
<pubDate>Tue, 01 Feb 2011 21:51:49 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[Mysto & Ziggy - thanks for your positivity - and patience!! <br/>  <br/> I also have this problem, using an ATI Radeon HD 5600, it drives me totally nuts - even to the point it puts me off making vids. There's no real workaround, the only thing that I've noticed is that this issue seems to get worse the further the camera gets from the character. So you can bypass it by sticking to lots of close shots, but it's a bit limiting. <br/>  <br/> The other thing that you can do is to finish off everything in the set, and then pass it to someone else to render. If you have any friends with a non-AVI card, this is a cheeky way to get a good quality video from your set.  <br/>  <br/> Maybe there are some people out there in the Muvzu community who can collaborate with you to work around this? <br/>  <br/> I'm sure you can find a way to pay them back <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 01 Feb 2011 09:34:42 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[Emily, yes I have an ATI Fire Pro 4800 graphics card. These little "glitches" don't really bother me, it's all part of being in the "bleeding edge" community. I LOVE IT!!!!!!!! <img src="images/smilies/music-smiley-026.gif" border="0" alt="Rock Band" /><img src="images/smilies/ylsuper.gif" border="0" alt="rock on" /> <br/> <em>edited by mysto on 31/01/2011</em>]]></description>
<pubDate>Mon, 31 Jan 2011 21:42:49 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[@ Emily - Yup, ATI video card.  Changed to it not long after I upgraded to the bleeding edge version, but I thought the glitches were Muvizu's fault...damn ATI!  Thanks for the info all the same. <br/>  <br/> @Neil - Scroll bar?  Why didn't I think of that!  Awesome, thankyou in advance. <br/>  <br/> @GlasgowJim - Nice workaround! <br/>  <br/> Thankyou All!  Now, back to trying to animate this bloody sweary thing...]]></description>
<pubDate>Mon, 31 Jan 2011 20:15:24 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[<b>Quoling</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'>Me again, with another gripe (sorry). When you import an object from Sketchup or whatever, if the list of colours in the object properties window are too long the scale bars are out of sight, and therefore not able to be changed. Also can't make it float in the air or be stood on (I assume those controls are still there too, just can't see them). Could we have an option to flick the bottom (non colour) controls up to the side of the properties window? Or am I just missing an obvious way to reach these contols? </div>  <br/>  <br/> That happens to me as well - I think I read somewhere that this was going to be updated - hopefully so that the colours are automatic! - the float/stood on are there but at the bottom of the long screen - although for "stood on" you would need to do a collision anyway - which again can be quite long winded to do in Sketchup </div> <br/>  <br/>  <br/> If you open it up the ASE file using a text editor (I use Notepad ++) you will see entries like this: <br/>  <br/>  <br/> 		*SUBMATERIAL 10 { <br/> 			*MATERIAL_NAME "&lt;DarkGray&gt;1" <br/> 			*MATERIAL_CLASS "Standard" <br/> 			*MAP_DIFFUSE { <br/> 				*MAP_CLASS "Bitmap" <br/> 				*BITMAP "C:\ut3\toto.bmp" <br/> 				*UVW_U_OFFSET 0.0 <br/> 				*UVW_V_OFFSET 0.0 <br/> 				*UVW_U_TILING 1.0 <br/> 				*UVW_V_TILING 1.0 <br/>  <br/>  <br/> If you delete all of the entries past submaterial 10 you will lose some of the colour customisation options in Muvizu but you should be able to see the "Stood On" buttons etc. <br/>  <br/> This shouldn't cause a crash, as any blank materials should automatically become material #1, but I would save a copy of the original model, just in case. <br/>  <br/> Take care, <br/> -Jim]]></description>
<pubDate>Mon, 31 Jan 2011 12:20:35 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Could we have an option to flick the bottom (non colour) controls up to the side of the properties window?  Or am I just missing an obvious way to reach these contols? </div> <br/> I can't offer any helpful advice to get around this, sadly.  However, a future version of the Muvizu UI will fix the problem by adding a scroll bar.]]></description>
<pubDate>Mon, 31 Jan 2011 11:46:01 GMT</pubDate>
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<title>Message from Quoling</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Me again, with another gripe (sorry). When you import an object from Sketchup or whatever, if the list of colours in the object properties window are too long the scale bars are out of sight, and therefore not able to be changed. Also can't make it float in the air or be stood on (I assume those controls are still there too, just can't see them). Could we have an option to flick the bottom (non colour) controls up to the side of the properties window? Or am I just missing an obvious way to reach these contols? </div>  <br/>  <br/> That happens to me as well - I think I read somewhere that this was going to be updated - hopefully so that the colours are automatic! - the float/stood on are there but at the bottom of the long screen - although for "stood on" you would need to do a collision anyway - which again can be quite long winded to do in Sketchup]]></description>
<pubDate>Mon, 31 Jan 2011 11:32:44 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[Ziggy, Mysto, <br/>  <br/> Are you guys using an ATI graphics card? If so, this is a known issue, with ATI and the unreal engine, and it doesn't seem to affect just Muvizu. We are trying to find a fix for this in the next build. <br/>  <br/> Emily]]></description>
<pubDate>Mon, 31 Jan 2011 09:24:03 GMT</pubDate>
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<title>Message from mysto</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Oh dear, I seem to be finding more stuff... <br/>  <br/>   This time, it's a wierd effect only seen at distance - I have a fat man character with a beard (not the fake option) and he looks fine in Unlit mode, but when he's Lit his beard dissapears the further the camera gets from him (a block at a time).  This effect also appears to effect eyelids and faces at distance when Lit - you can actually see it in Freshsmint's Police Academy vid (the female officer has a white block of missing skin under her eyes).  I'm shooting around it for now, but...help! </div> <br/>  <br/>  <br/> I've had this same issue with a few videos I've made. Very strange.]]></description>
<pubDate>Sun, 30 Jan 2011 14:30:57 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Oh dear, I seem to be finding more stuff... <br/>  <br/>   This time, it's a wierd effect only seen at distance - I have a fat man character with a beard (not the fake option) and he looks fine in Unlit mode, but when he's Lit his beard dissapears the further the camera gets from him (a block at a time).  This effect also appears to effect eyelids and faces at distance when Lit - you can actually see it in Freshsmint's Police Academy vid (the female officer has a white block of missing skin under her eyes).  I'm shooting around it for now, but...help!]]></description>
<pubDate>Sun, 30 Jan 2011 14:26:39 GMT</pubDate>
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<title>Message from mitzvu</title>
<description><![CDATA[Hi everyone my first post! <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> I have to say Muvizu, is <b>FANTASTIC!!!! <br/> </b> <br/> BUT.. I'm working on my muvizu project and have run into the same problem that ziggy72 mentions above, the list of colours in the object properties window are too long for the model I've imported from Sketchup <img src="images/smilies/upset.gif" border=0 /> <br/>  <br/> Help please!]]></description>
<pubDate>Wed, 26 Jan 2011 16:45:18 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Me again, with another gripe (sorry).  When you import an object from Sketchup or whatever, if the list of colours in the object properties window are too long the scale bars are out of sight, and therefore not able to be changed.  Also can't make it float in the air or be stood on (I assume those controls are still there too, just can't see them).  Could we have an option to flick the bottom (non colour) controls up to the side of the properties window?  Or am I just missing an obvious way to reach these contols?]]></description>
<pubDate>Fri, 21 Jan 2011 23:09:44 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[@Neil  Thankyou again, knew you wouldn't let us Muvizuers down (is that the proper name for us now?  Muvizuettes, perhaps?) <br/>   <br/> And if Dreeko gets his dragon, I want a dinosaur!! <br/>   <br/>   <br/>   <br/> Just kidding! <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Mon, 06 Dec 2010 20:35:36 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Hang on, been using the new version, and a familiar problem appreared again - I moved a piece of scenery, it hit another bit of scenery which moved, and brought my entire set down.  The bits of set were all locked - am I to understand 'locked' doesn't mean it's actually locked, just...what?  My understanding is that locked would mean unmovable, uneditable, and, you know, locked, so it can't be affected by anything else you're doing.  I build complex sets, I need to be able to have stuff stay where I left it - could you make lock actually lock the buggers down properly?  Thankyou. </div> <br/> Locked items shouldn't be moved by collisions, so this is a bug.  I was hoping to be able to get back to you today with a proper answer about this, but unfortunately the developers responsible for this part of Muvizu are on holiday and/or lost in the snow.  I'll let them know about it however and hopefully there'll be a fix for it in the next release. <br/>  <br/> <b>ziggy72</b> wrote:<br/><div class='quote'>Also, thankyou for adding the keyboard shortcuts to the zoom buttons in the timeline window, just as you said you would.  You make me hopeful that the lock will get sorted too <img src="images/smilies/smile.gif" border=0 /> </div> <br/>  <br/> You're welcome.  If there's anything else you'd like to see added, simply follow Dreeko's lead and make a hilarious video outlining the issue for us all to see.  <img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> <b>ziggy72</b> wrote:<br/><div class='quote'>And for goodness sakes, give Dreeko his dragon!  I think he's earned it! <img src="images/smilies/32308364851.gif" border="0" alt="Applause" /> </div> <br/> We're working on it, but we need to model it, texture it, animate it, make attachments for it, etc.]]></description>
<pubDate>Mon, 06 Dec 2010 11:29:18 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Emily</b> wrote:<br/><div class='quote'>But Dreeko, we already have a Griffin - he's in the pre-made characters list! <br/>  <br/> Second from the right on this line up. <br/>  <br/> <a href="http://www.thenorba.com/wp-content/uploads/2010/09/muvizu-animazione-3d.jpg" target="_blank"><img src="http://www.thenorba.com/wp-content/uploads/2010/09/muvizu-animazione-3d.jpg" border="0"></a> <br/>  <br/> Just be careful now...don't let him near the evil animations... </div> <br/>  <br/> So there is! <br/> Missed that one  <br/>  <br/> Consider my request for a griffon withdrawn! <br/>  <br/> Lol! <br/> Cheers <br/> D]]></description>
<pubDate>Thu, 02 Dec 2010 18:07:20 GMT</pubDate>
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<title>Message from inlimbo</title>
<description><![CDATA[Hello Muvizu, <br/>  <br/> I was just toying with moving an object in .14b last night, and it seems the object movement bug still persists.  The bug where if you delete the first animation in a string of several animations, all the following animations will be deleted.   <br/>  <br/> I assumed this was addressed in the latest release (29th). <br/>  <br/> If it was addressed, my Muvizu updated through the software over the internet, would a clean install get the fix in? <br/>  <br/>  <br/>  <br/> __ <br/> <em>edited by inlimbo on 02/12/2010</em>]]></description>
<pubDate>Thu, 02 Dec 2010 17:52:08 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[But Dreeko, we already have a Griffin - he's in the pre-made characters list! <br/>  <br/> Second from the right on this line up. <br/>  <br/> <a href="http://www.thenorba.com/wp-content/uploads/2010/09/muvizu-animazione-3d.jpg" target="_blank"><img src="http://www.thenorba.com/wp-content/uploads/2010/09/muvizu-animazione-3d.jpg" border="0"></a> <br/>  <br/> Just be careful now...don't let him near the evil animations...]]></description>
<pubDate>Thu, 02 Dec 2010 11:49:33 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'>And for goodness sakes, give Dreeko his dragon!  I think he's earned it! <img src="images/smilies/32308364851.gif" border="0" alt="Applause" /> </div> <br/> Dragon shmagon I'm after a griffon now <img src="images/smilies/gotcha.gif" border="0" alt="Gotcha!" /> </div> <br/>  <br/> You just want to re-enact one of my favourite Family Guy moments: <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/bnjfPzCZ4Bg?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Thu, 02 Dec 2010 11:47:53 GMT</pubDate>
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<title>Message from Gordon</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'> <br/> In addition I would like to have a walking/running on the spot mode (I've mentioned this before, I know!) to  use the  scrolling background without the character walking away from it, I dont know if some kind of treadmill that matches the speed of the characters underfoot is the answer, but whatever it is, it would be awfy handy! <br/>  <br/> D </div> <br/> This is something that should be relatively easy to add, so we'll try to get it into a future release. Standard "no promises" disclaimer applies <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 02 Dec 2010 11:42:49 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>And for goodness sakes, give Dreeko his dragon!  I think he's earned it! <img src="images/smilies/32308364851.gif" border="0" alt="Applause" /> </div> <br/> Dragon shmagon I'm after a griffon now <img src="images/smilies/gotcha.gif" border="0" alt="Gotcha!" />]]></description>
<pubDate>Wed, 01 Dec 2010 22:29:53 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Hang on, been using the new version, and a familiar problem appreared again - I moved a piece of scenery, it hit another bit of scenery which moved, and brought my entire set down.  The bits of set were all locked - am I to understand 'locked' doesn't mean it's actually locked, just...what?  My understanding is that locked would mean unmovable, uneditable, and, you know, locked, so it can't be affected by anything else you're doing.  I build complex sets, I need to be able to have stuff stay where I left it - could you make lock actually lock the buggers down properly?  Thankyou. <br/>  <br/> Also, thankyou for adding the keyboard shortcuts to the zoom buttons in the timeline window, just as you said you would.  You make me hopeful that the lock will get sorted too <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> And for goodness sakes, give Dreeko his dragon!  I think he's earned it! <img src="images/smilies/32308364851.gif" border="0" alt="Applause" />]]></description>
<pubDate>Wed, 01 Dec 2010 20:47:24 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[<img src="images/smilies/pir8.gif" border="0" alt="Avast!" /> <br/>  <br/> Owwwwe arrrrrrrr!]]></description>
<pubDate>Thu, 18 Nov 2010 10:59:36 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'>Hello, hello, elllllllloww...<img src="images/smilies/smile.gif" border=0 />  <br/> To make our muvizu beast savage in all directions, aswell as the much needed (point-click-go) system, would it be  <br/> extra super cool to also be able to disable the walking running animation, this way you could have our puppets <br/> moving without using his legs, and if you could make him sit you could get over the link to objects problem?What I mean is, would this be easier for us animating our characters to drive our cars, or planes? <br/>  <br/> Cheers<img src="images/smilies/wink.gif" border=0 /> <br/> edited by artpen on 11/18/2010 </div> <br/>  <br/> In addition I would like to have a walking/running on the spot mode (I've mentioned this before, I know!) to  use the  scrolling background without the character walking away from it, I dont know if some kind of treadmill that matches the speed of the characters underfoot is the answer, but whatever it is, it would be awfy handy! <br/>  <br/> D]]></description>
<pubDate>Thu, 18 Nov 2010 10:45:46 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Hello, hello, elllllllloww...<img src="images/smilies/smile.gif" border=0 />  <br/> To make our muvizu beast savage in all directions, aswell as the much needed (point-click-go) system, would it be  <br/> extra super cool to also be able to disable the walking running animation, this way you could have our puppets <br/> moving without using his legs, and if you could make him sit you could get over the link to objects problem?What I mean is, would this be easier for us animating our characters to drive our cars, or planes? <br/>  <br/> Cheers<img src="images/smilies/wink.gif" border=0 /> <br/> <em>edited by artpen on 11/18/2010</em>]]></description>
<pubDate>Thu, 18 Nov 2010 10:18:43 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[Aw. Listen to old Frasier there. He REALLY cares. Like really, really cares.]]></description>
<pubDate>Thu, 18 Nov 2010 10:07:13 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[This is excellent stuff, guys.  Please keep it coming, I'm listening.  <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 18 Nov 2010 09:31:07 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Toonarama said it perfectly - control over character movement is extremely tricky (less so with the camera and objects, but only because you can use the keyboard to move them).  Just having a character walk in a straight line, for even a few steps, is an erratic and usually frustrating experience.  I have a Saitek Cyborg gaming mouse, and yet according to the program I am incapable of moving it in a straight line, or maintaining a contant speed.  Even after my 14th attempt.  I didn't headshot all those people in Battlefield 2 and Ghost Recon to be told this! <img src="images/smilies/sterb1842sg.gif" border="0" alt="Gun" /> <br/>  <br/> Can we have the characters guided by the keys now, while we await a waypoint system later?  I think this would keep everybody happy for the moment.  Well, me anyway <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 17 Nov 2010 21:28:36 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Hi again, the muvizu character movement system works fine and I think should not be removed, maybe tweeked. <br/> What I'm thinking is just an extra option to the current system by which you could switch over to a point and click <br/> And GO!!. It would still leave the pathway dots on the ground, but it would simply be point and click-GO. <br/> it would also be better with speed set control, walk-mood, maybe even crawling mode<img src="images/smilies/wink.gif" border=0 /> <br/>  <br/> I see this as a massive time saver. <br/> Don't yer just bleeding love muvizu, cheers<img src="images/smilies/1cool.gif" border="0" alt="Cool" />]]></description>
<pubDate>Wed, 17 Nov 2010 11:33:09 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[All <br/>  <br/> I definitely think this is needed. <br/>  <br/> Using keyboard/mouse to move objects/cameras/characters is (perhaps) more intuitive but I'm not convinced but anyroad I find this by far the most frustrating aspect of the software and usually end up giving up. <br/>  <br/> I don't know if having an under spec machine does not help or it is just my lack of dexterity but I can't get anything to go where I want, when I want and in the direction I want! <br/>  <br/> I would love it, love it, if we had them (to misquoute Kegs) - waypoints I mean]]></description>
<pubDate>Wed, 17 Nov 2010 11:04:20 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'>I like the idea of a waypoint system for characters and cameras and for everything that's gotta move. <br/> it would save a lot of frustrating hours trying to get that perfect walk path, perfect dolly shot. <br/> I've had a go at moviestorm, and I think they have a pretty good waypoint system, quite easy aswell <img src="images/smilies/ssst.gif" border="0" alt="Quiet" /> <br/>  <br/> I like the current system, but for us bleeding edge junkies, we want bleeding edge murder tools<img src="images/smilies/pir8.gif" border="0" alt="Avast!" /> <br/>  <br/> Owww arrrrrrr!!! </div> <br/> Bang on. <br/>  <br/> A waypoint system would make things much easier, and more precise.  <br/>  <br/> The only question is (to all the users) - does anyone actually NOT want this? <br/>  <br/> Do you think it would hamper you in any way?]]></description>
<pubDate>Wed, 17 Nov 2010 10:49:09 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>And now, back to the Neil & Dreeko Show! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/> Somebody should make a video of that.  <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Tue, 16 Nov 2010 20:42:44 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[I like the idea of a waypoint system for characters and cameras and for everything that's gotta move. <br/> it would save a lot of frustrating hours trying to get that perfect walk path, perfect dolly shot. <br/> I've had a go at moviestorm, and I think they have a pretty good waypoint system, quite easy aswell <img src="images/smilies/ssst.gif" border="0" alt="Quiet" /> <br/>  <br/> I like the current system, but for us bleeding edge junkies, we want bleeding edge murder tools<img src="images/smilies/pir8.gif" border="0" alt="Avast!" /> <br/>  <br/> Owww arrrrrrr!!!]]></description>
<pubDate>Tue, 16 Nov 2010 20:41:33 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[You know, this is brilliant - the programmers fix a bug, and the users miss the bug!  It is just me that finds that funny?!  Okay, just me then <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> And now, back to the Neil & Dreeko Show! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Tue, 16 Nov 2010 20:37:33 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>Yip waypoints where do I sign! </div> <br/> Sadly it's not me you need to convince.]]></description>
<pubDate>Tue, 16 Nov 2010 20:31:56 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'><b>Dreeko</b> wrote:<br/><div class='quote'>For smooth camera movement from a to b , the ability  to delete  the in-between errors made on the way to b was essential and if it was a bug then it was a bloody good one <br/>  <br/> Cmoan the bugs! </div> <br/> I disagree.  I think a properly designed and implemented waypoint system and the ability to create and modify events directly on the timeline is far more useful.  But that's just my personal opinion. </div> <br/>  <br/> Jesus!! <br/>  <br/> Ofcourse it is! I just was under the impression that the waypoint issue was a subject that dare not speak its name! <br/> Give us waypoints everytime!, along with block by block insertion of animations as suggested in a thread I created and ignored by all(grrr!)ahem! <br/>  <br/> Yip waypoints where do I sign! <br/> Cheers <br/> D]]></description>
<pubDate>Tue, 16 Nov 2010 20:01:01 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>For smooth camera movement from a to b , the ability  to delete  the in-between errors made on the way to b was essential and if it was a bug then it was a bloody good one <br/>  <br/> Cmoan the bugs! </div> <br/> I disagree.  I think a properly designed and implemented waypoint system and the ability to create and modify events directly on the timeline is far more useful.  But that's just my personal opinion.]]></description>
<pubDate>Tue, 16 Nov 2010 19:51:57 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>jonbez</b> wrote:<br/><div class='quote'>Being able to delete the cameras middle events and it causing a teleport type of effect but with a smooth transition was a good thing IMO. It was super handy for reusing cameras for new shots and doing quick camera movement. Teleporting positions would also be a nice feature for characters too, so u can teleport them to there next shot without having to walk them there or having to make duplicates of characters. </div>Well said Jon! <br/> For smooth camera movement from a to b , the ability  to delete  the in-between errors made on the way to b was essential and if it was a bug then it was a bloody good one <br/>  <br/>  <br/>  <br/>  <br/> Cmoan the bugs!]]></description>
<pubDate>Tue, 16 Nov 2010 19:19:34 GMT</pubDate>
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<title>Message from jonbez</title>
<description><![CDATA[Being able to delete the cameras middle events and it causing a teleport type of effect but with a smooth transition was a good thing IMO. It was super handy for reusing cameras for new shots and doing quick camera movement. Teleporting positions would also be a nice feature for characters too, so u can teleport them to there next shot without having to walk them there or having to make duplicates of characters.]]></description>
<pubDate>Tue, 16 Nov 2010 18:49:50 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Jamie, <br/>  <br/> Thanks. Maybe I'm being thick but I still don't get it. <br/>  <br/> Your description of the character moving is absolute, not relative (A to B being absolute, move 20 muvizumeters at 218 degrees being relative). <br/> If your description was  <br/>  <br/> 1. Record the character walking 20 muvizumetres at 218 degrees at walking pace <br/> 2. Stop and animate <br/> 3. Record the character walking 5 muvizumetres at 120 degrees at running <br/> 4. Stop and animate. <br/> 5. Record the character walking 10 muvizumetres at 180 degrees at walking pace and finally stopping. <br/>  <br/> If you deleted movement 3 now everything still holds together, sure you end up in a different place than before, but that's to be expected. <br/>  <br/> It's not a big deal, but the movement mechanism overhaul must now be geting close to the top of the to do list as everything else has come on leaps and bounds. <br/>  <br/> Thanks <br/>  <br/> Berty]]></description>
<pubDate>Tue, 16 Nov 2010 14:03:54 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>Your comment on the movement surprises me - I thought that the movement was all relative which is why you use this mechanism. If it's absolute then can I add my voice to the campaign to getting start and stop locations possible to set on the timeline and then Muvizu moves the characters between them. </div> <br/>  <br/> Thanks for getting back to me Berty, I will take a look at your bug video shortly. <br/>  <br/> The movement is relative to the character, object or camera position, this means you can have a movement path recorded and then rotate the character 90 degrees without breaking the movement. You can also move the character at any point during, before or after the movement events without affecting the path the character, object or camera follows. What I was meaning, in relation to deleting movement blocks is this:- <br/>  <br/> If I want the character to follow a straight line from A to D but inbetween A and D I want the character to stop 2 times, do an animation and continue. I would first: <br/>  <br/> 1. Record the character walking from A to B <br/> 2. Stop and animate <br/> 3. Record movement from B to C <br/> 4. Stop and animate. <br/> 5. Record C to D and finally stopping. <br/>  <br/> If I then go and delete the movement block from B to C the next block going from C to D must also be deleted as the character, camera or object does not have any knowledge of how to go from B to C to continue the last block of movement. The effect would be a teleport from position B to position C, so all blocks after the deleted one also needs to be deleted. <br/>  <br/> This is different from animation events that do not contain any positional data for the character, etc. So you can have 3 animation blocks and deleted the 2nd one without the 3rd one being deleted. <br/>  <br/> The difference between the bleeding edge release and the last release at the end of august is that the animation events and character movement events have been seperated on to different tracks which makes it very clear that everything has been deleted after the event you want to remove, where as before the movement blocks would all be deleted after the one you want to remove but animation events would remain. <br/>  <br/> <b>Dreeko</b> wrote:<br/><div class='quote'>We could delete inbetween blocks from the camera movement timeline in the previous version do you count this as one of the" everything else bugs"? </div> <br/>  <br/> Yes, this is a bug. This type of movement, where the system basically assumes the correct movement path to go between 2 blocks is bad practice and can lead to unpredictable results. There may be a more elegant solution to this situation, but that will be some time away, at least until the Unreal engine has been updated. <br/>  <br/>  <br/> Hope this helps, <br/> Jamie. <br/> <em>edited by Jamie on 11/16/2010</em>]]></description>
<pubDate>Tue, 16 Nov 2010 11:52:33 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>We could delete inbetween blocks from the camera movement timeline in the previous version do you count this as one of the" everything else bugs"? </div> <br/> Speaking to CrazyDave, it seems the old behaviour (that you liked) was a bug, and the new behaviour (that you dislike) is correct.  Ummm...  I don't really know what else to...  ooh look, a bee!]]></description>
<pubDate>Tue, 16 Nov 2010 11:38:47 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Jamie</b> wrote:<br/><div class='quote'> <br/> As Neil said, thanks for the feedback. The one thing I want to point out about these timeline bugs is that the movement track will always delete anything after the one you want to delete. This is because the character needs to know its position during movement and if you delete one block the rest no longer make sence. Everything else listed are bugs <img src="images/smilies/smile.gif" border=0 /> . </div> <br/>  <br/>  <br/> We could delete inbetween blocks from the camera movement timeline in the previous version do you count this as one of the" everything else bugs"?]]></description>
<pubDate>Tue, 16 Nov 2010 10:24:04 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'>Thanks for the feedback, guys. <br/>  <br/> I feel a bit embarrassed about the bug that Dreeko is experiencing with the timeline as I promised him in-person that it would be fixed for the next release.  Unfortunately, as you're aware, there are a few known issues with the Bleeding Edge release, particularly with the character animations.  Sadly, this is one of them.  Honestly Dreeko, it *was* fixed.  But now it's broken again.  <img src="images/smilies/upset.gif" border=0 /> <br/>  <br/> I fully intend to have the person responsible flogged publicly.  Expect to see photos on our news page shortly. </div> <br/>  <br/>  <br/> Don't worry about it  .Once it's sorted just fling facial animation in aswell and we'll say no more about it <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/>  <br/>  <br/>  <br/> cheers <br/>  <br/>  <br/>  <br/>  <br/> D]]></description>
<pubDate>Tue, 16 Nov 2010 10:19:33 GMT</pubDate>
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<title>Message from Gordon</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>I have uploaded a video of the prepare bug - it's driving me nuts now as it does happen a lot. I have made this private to you. </div> <br/>  <br/>  <br/>  <br/> Hi Berty, <br/>  <br/> Sorry you've been having a problem with this - I'll be looking at it this week. Hope to have it fixed soon, apologies for the inconvenience. <br/>  <br/>  <br/> cheers <br/>  <br/> gordon]]></description>
<pubDate>Mon, 15 Nov 2010 18:23:22 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Jamie, <br/>  <br/> Not sure about the memory leak. It's happened twice, once on a short scene with only 5 characters and some running - the other had lots of characters - maybe 20, but saving the .set and coming out and back in of Muvizu gave me 50% back. <br/>  <br/> I'll keep an eye on it and see when it next happens to see if I can see a pattern. <br/>  <br/> I have uploaded a video of the prepare bug - it's driving me nuts now as it does happen a lot. I have made this private to you. <br/>  <br/> Your comment on the movement surprises me - I thought that the movement was all relative which is why you use this mechanism. If it's absolute then can I add my voice to the campaign to getting start and stop locations possible to set on the timeline and then Muvizu moves the characters between them. When ever I start a new scene of Pie I work out how to cut the movement of characters down to a minimum and try not to have them starting and stopping movement in the same shot as the whole mechanism is very fiddley and hit and miss.  <br/>  <br/> Co-ordinates are the way to go and would speed up my animating no end.<img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Thanks <br/>  <br/> Berty.]]></description>
<pubDate>Mon, 15 Nov 2010 17:36:01 GMT</pubDate>
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<title>Message from Jamie</title>
<description><![CDATA[<b>Neil</b> wrote:<br/><div class='quote'>We're working towards a new release that should fix the outstanding issues with this version, and we appreciate the feedback you're giving us.  Please keep it coming.  The more information you can give us, the better we can make the next version for you. </div> <br/>  <br/> As Neil said, thanks for the feedback. The one thing I want to point out about these timeline bugs is that the movement track will always delete anything after the one you want to delete. This is because the character needs to know its position during movement and if you delete one block the rest no longer make sence. Everything else listed are bugs <img src="images/smilies/smile.gif" border=0 />  <br/>  <br/> ukBerty - could you give some more details on this memory leak? I've certainly seen some lower performance with sets but nothing as obvious as you said. What sort of things were you doing? Lots of audio or imported objects and textures? Lots of characters and movement or animation?  <br/>  <br/> Cheers, <br/> Jamie.]]></description>
<pubDate>Mon, 15 Nov 2010 09:56:31 GMT</pubDate>
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<title>Message from Neil</title>
<description><![CDATA[Thanks for the feedback, guys. <br/>  <br/> I feel a bit embarrassed about the bug that Dreeko is experiencing with the timeline as I promised him in-person that it would be fixed for the next release.  Unfortunately, as you're aware, there are a few known issues with the Bleeding Edge release, particularly with the character animations.  Sadly, this is one of them.  Honestly Dreeko, it *was* fixed.  But now it's broken again.  <img src="images/smilies/upset.gif" border=0 /> <br/>  <br/> I fully intend to have the person responsible flogged publicly.  Expect to see photos on our news page shortly. <br/>  <br/> We're working towards a new release that should fix the outstanding issues with this version, and we appreciate the feedback you're giving us.  Please keep it coming.  The more information you can give us, the better we can make the next version for you.]]></description>
<pubDate>Sun, 14 Nov 2010 17:39:13 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I think Dreeko should do this one - you posted first. <br/>  <br/> There's a couple of others that I'll report - nothing too bad. <br/>  <br/> 1) There's a memory leak. Eventually you run out of Muvizu memory and it goes into restricted mode. You just save the .set, close Muvizu and back in. Then you're back down to 45% or whatever. <br/> 2) I have had a couple of instances where characters won't preview actions when doing a prepare - just trying to work out what the rule is and how best to get round it. Going out and back in does it - but I think just changing character/actions will get it to work as well. <br/> 3) Had one occasion when I dragged a movement onto another and both disappeared from the timeline - trouble is the movement was still there, but you couldn't delete it. I deleted the character and it was fine. hasn't happened since. <br/>  <br/> As I say - a small price to pay for being able to save imported objects. <br/>  <br/> Berty]]></description>
<pubDate>Sat, 13 Nov 2010 17:11:05 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[I see now - it is the movements rather than the animations. I can confirm the same problem here; have you emailed <a href="mailto:bugs@muvizu.com" target="_blank" rel="nofollow">bugs@muvizu.com</a>. If not I'm happy to]]></description>
<pubDate>Sat, 13 Nov 2010 15:01:29 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>I can confirm that this is an issue with the new version. I have only seen it apply to movements - both character and objects. <br/>  <br/> I'm just animating lights - grab a light and move it around like a spotlight. Look at the timeline and see many distinct movements. Delete the first one and they all go. <br/>  <br/> Better get it right first time then ! <br/>  <br/> Berty </div> <br/>  <br/> Yip! <br/>  <br/> and as I said, cameras too! <img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Sat, 13 Nov 2010 14:45:31 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[I can confirm that this is an issue with the new version. I have only seen it apply to movements - both character and objects. <br/>  <br/> I'm just animating lights - grab a light and move it around like a spotlight. Look at the timeline and see many distinct movements. Delete the first one and they all go. <br/>  <br/> Better get it right first time then ! <br/>  <br/> Berty]]></description>
<pubDate>Sat, 13 Nov 2010 14:33:20 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Dreeko  <br/>  <br/> I tried to replicate the problem with a very simple scene (ie 1 character and 3-4 animations only) and I could delete and move things on the timeline just as before infact the delete worked better because I used to have to LC then RC and delete. <br/>  <br/> This suggests it might be a bug caused by a combination of things?]]></description>
<pubDate>Sat, 13 Nov 2010 13:47:03 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[I have tried a few diffent things to see if it was a glitch but every time I try and delete something from the time line, everything that follows it is deleted also. Now this is going to make the whole process a much longer affair than before as in the previous version if I had animated a character and wanted to remove an animation block from somewhere in the middle then "click" "delete" it was gone, leaving all animations blocks before and after exactly where they were after directing. The ability to remove blocks from between the start and the end of a directed sequence was a great feature and was a real necessity when it came to the camera animations as you could click for the start position and muck about until you reached the destination shot and delete everything in between for a smooth camera movement from a to b (Give us way points I cry !) <br/>  <br/> but for the moment  it aint possible <br/>  <br/> also the ability to move anim blocks in front of and behind other blocks on the timeline doen't work they just snap back into place. If they did have the ability to be moved around on the time line I imagine that I could just move the unwanted blocks to the end of the line and delete them thereby dodging the "in the middle delete" problem outlined above.  <br/>  <br/> Hmmnn.... <br/>  <br/> AS Barry has said before ... answers on a postcard? <br/>  <br/> Cheers <br/> D]]></description>
<pubDate>Fri, 12 Nov 2010 22:56:28 GMT</pubDate>
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