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22/03/2017 17:39:56
Topic:
cartoon attack heli

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
depending on a person's modelling skill, coupled with some tricks that Ziggy, Rod Silva and Ikes have come up with, I think it is possible to make some pretty convincing custom characters with attachments. The more complex characters aren't easy to make, and they aren't as flexible to animate as a standard Muvizu character, but there are possibilities that can be whipped up in the Muvizu environment.

If somebody had told me a year ago that it was possible to make a T-rex with movable jaws, head and legs, a totally animated chicken or a pigeon with wings that flap, I'd have struggled to believe it... but we've seen all 3 in the brief time I've been on the forum. I have a feeling the best is yet to come.

We've asked for different things that would make it easier to create custom characters (more attachment points, extra legs, multi-attachment slots with 2 or more toggleable attachments... etc. I'm clinging to the hope that one of these days we'll get a new add-on pack with some goodies along similar lines.
edited by PatMarrNC on 22/03/2017
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22/03/2017 17:06:56
Topic:
cartoon attack heli

comictude
comictude
Posts: 24
Pat, I agree with you. I've found a few work arounds but have decided that in order to accomplish what I want for a series I'm looking to do, it will takes something else instead of Muvizu. There just seems no way to add completely new characters. I'll use Muvizu for some other projects and look elsewhere even if I have to do it in 2D.
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22/03/2017 14:36:23
Topic:
AMD RYZEN 7 1800X

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
Is anybody out there running Muvizu on a system that has an AMD Ryzen 7 1800x CPU? If so, I want to hear your thoughts on it.

If you aren't already aware of it, the Ryzen 7 is an 8 core 16 thread CPU that costs about half what intels 8 core 16 thread i7 6900 costs. It looks like a good processor for content creation like modelling, animation and video. Coupled with a good GPU, I'm wondering how it would handle what we do.
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22/03/2017 13:01:28
Topic:
Stanley Ipkiss - Meeting with the Boss

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
I'm surprised nobody's commented on this video yet.. it's been posted for a couple of days already. Maybe it just scrolled off the front page before people saw it.. there were a lot of videos posted this week, and that tends to push older videos downstream.

I liked your use of music in this, and your intro was reminiscent of a Pink Panther episode. I also liked your sets... original and interesting. And the camera pan around the corner to reveal the man walking down the hall was nice.

Regarding the opening music, the volume should have dropped when the character started talking. It conflicted with his dialog for the viewer's attention.

I liked the animated eyes when the lights went out, and the lighter in the foreground... but I think that the 3D Muvizu environment would have been more effectively used if you had employed the lighting system to scarcely light his eyes instead of using 2d animation. But, its interesting to see different techniques used to accomplish the same goal, and as such the 2D eyes work.


I thought the "you're fired" message could have been presented in a more logical way... maybe written on a notepad, or in an email... something more consistent with the story's setting and less consistent with a quick video editing solution.

All in all, I think the video accomplished its goal. It held my attention from start to finish, and I was very interested in seeing how you set up your scenes! Great fun!
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22/03/2017 12:39:11
Topic:
cartoon attack heli

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
Blender is an amazing value... it's free and powerful as some other high-dollar apps. Plus it has a huge user base and tons of online tutorials. But, having said that....

I only use it for converting my models (created in SILO) to FBX or ASE so Muvizu can use them.

My objection to using Blender for much more than that is that the program is so feature rich that they can barely squish all the controls and buttons on the screen, even after making them incredibly small. My aging eyes can't focus well enough to make sense of Blender's interface... it just looks blurry to me.

However, if your eyes are good, I don't think you'll find a more powerful and capable modelling program for free.
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22/03/2017 12:24:48
Topic:
cartoon attack heli

comictude
comictude
Posts: 24
Ammostro, That was very inventive and some outside the box thinking. There is plenty of that going around in this forum. :-)


It seems lots of you are using Blender. Would that be where I should go to develop some new characters? No way I can get what I want using existing characters so thinking about where to go to design them and bring them into Muvizu.
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22/03/2017 11:23:30
Topic:
cartoon attack heli

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
Man, that looks GOOD Ammostro! Nice job!
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22/03/2017 10:40:33
Topic:
Making ASE export work in Milkshpae or Blender

Ammostro
Ammostro
Posts: 6
I have already used the ASE exporter for my heli whit rotating blades. That works fine, now its one object to create the movements. Thx guys. Now its fun
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22/03/2017 10:38:11
Topic:
Moving grouped objects?

Ammostro
Ammostro
Posts: 6
Thx, I wil buy it and try it.
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22/03/2017 09:32:25
Topic:
Moving grouped objects?

ikesMuvizu mogul
ikes
Posts: 242
Hi,

You can move objects together like they are grouped, if you have the keyframe pack. You need to create a keyframe on the same frame for every object you like to move. Then multi select all the objects with the Ctrl key and move them together to a new position.
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22/03/2017 08:01:46
Topic:
cartoon attack heli

Ammostro
Ammostro
Posts: 6
Hey,

a short video with my new created cartoon attack heli. This version was made with a helicopter body and a backdrop for the moving blades. My new version was exported with the new ASE exporter for blender (thx guys) and is now at one piece. Much easier to create movements. I posted the set with a heli on the ground, one flying with moving blades, and a cockpit with backdrops for inside shots. Availeble soon I hope.


edited by Ammostro on 22/03/2017
edited by Ammostro on 22/03/2017
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22/03/2017 07:38:07
Topic:
Moving grouped objects?

Ammostro
Ammostro
Posts: 6
Thanks. I did this. I used backdrops with a camera shot for the movements upwards and forwards. But I also used my helicopter with a back drop for the rotor with a transparent AVI projection. I made two separate movements upwards and forwards, one for the helicopter and one for the back drop. Whit the timeline I have these movements matched.
In a new version, created with the new ASE exporter for blender (thx guys), i created a helicopter with a whole cilinder for the rotors. This cilinder I use for the projection of a transparant avi. I created and posted a movie, also the SET with the new heli. available
soon.
edited by Ammostro on 22/03/2017
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22/03/2017 06:07:23
Topic:
Making ASE export work in Milkshpae or Blender

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
I finally had time to experiment with this new Blender plugin, and it worked great! A file that took over an hour to export as ASE from Sketchup took about a minute in Blender! And I'm happy to report that it handled my first multi-mesh animation!

I'm one of those guys who rarely gets things right the first time, and it always drove me nuts to wait an hour or more for each revision to process through Sketchup. Now I can continue to screw up, but at least it will take less time to work my way through my process of eliminating errors.

Thanks again for finding and sharing this version of the sketchup ASE exporter! The last one I tried was a previous version, and I never could get it to work
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21/03/2017 22:49:42
Topic:
Moving grouped objects?

RodrisilvaMuvizu mogulExperimental user
Rodrisilva
Posts: 95
Ammostro wrote:
Hello,

i have created a helicopter, with a backdrop on top for the moving rotors (Transparant AVI projecting). I have grouped this two objects, but when i do that, is it not possible to direct object movement? Is there an other way to do movement for grouped objects?

Thx

Ronny



No, that is not available in Muvizu.
Instead, you could leave helicopter in place and use backdrop animation properties to fake movement or make another helicopter adding a plane over it, like you did with Muvizu backdrop, assigning to this plane an animated texture. That model must be ASE format because FBX isn't able to deal with opacity mask in Muvizu.
edited by Rodrisilva on 21/03/2017
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21/03/2017 16:41:24
Topic:
Making ASE export work in Milkshpae or Blender

RodrisilvaMuvizu mogulExperimental user
Rodrisilva
Posts: 95
PatMarrNC wrote:
... are you willing to say exactly what edits you made? It might help people who later DL the unedited version and can't make it work
edited by PatMarrNC on 21/03/2017


Actually I made changes in one line code only. I made some in a personal update to allow automatic material assignment but it'is a work in progress, not available yet.
If you open an ASE file, with notepad++ for example, you will find material definitions similar to this:

MATERIAL_LIST {
*MATERIAL_COUNT 6
*MATERIAL 0 {
*MATERIAL_NAME "textures/props/torch_ember"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 0.733272 0.472161
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/props/torch_ember"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "textures\props\torch_ember.tga" # complete path i.e " C:\where is\stored\...'
*BITMAP_FILTER Pyramidal
}

If you have an ASE file that Muvizu is unable to open search for '*bitmap ' and write correct texture directory.

What is happening with original exporter?
If you store textures in another hard disk, long directory address or out of blender textures directory the original code doesn't keep track of absolute file path (look to line 'a' and 'b' in next picture). It's pointing to relative path or base directory



I changed this line code in order to get absolute file path, whatever location was. Look at 'a' in the next picture.
Another solution was to write the desired absolute path ( 'b' ) . This late solution was pretty bad because all textures must stay in textures directory.



Anyway this is a big achievement for me. Python is new to me. I have never use it before. Actually I'm only a curious not a programmer.
edited by Rodrisilva on 21/03/2017
edited by Rodrisilva on 21/03/2017
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21/03/2017 15:31:01
Topic:
Moving grouped objects?

Ammostro
Ammostro
Posts: 6
Hello,

i have created a helicopter, with a backdrop on top for the moving rotors (Transparant AVI projecting). I have grouped this two objects, but when i do that, is it not possible to direct object movement? Is there an other way to do movement for grouped objects?

Thx

Ronny
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21/03/2017 14:00:50
Topic:
Making ASE export work in Milkshpae or Blender

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1640
awesome! You are an amazing help to this forum, Rod! Last time I tried the Blender ASE exporter, it was the texture error that stopped me... now that you've fixed it, I'll use your version and give it another try! I'm very excited about the potential of your multimesh idea, and anything that makes it faster is a big help!


are you willing to say exactly what edits you made? It might help people who later DL the unedited version and can't make it work
edited by PatMarrNC on 21/03/2017
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21/03/2017 06:59:51
Topic:
Attempting to Ride A bird In Muvizu : Shenanigans

richinri
richinri
Posts: 5
Excellent! The music adds a lot also.
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21/03/2017 03:07:40
Topic:
Making ASE export work in Milkshpae or Blender

RodrisilvaMuvizu mogulExperimental user
Rodrisilva
Posts: 95
Hi
I have found some shining metal, surfing on internet. An old ASE exporter for blender was recently updated and is working now in Blender 2.78.
I tested it according to the associated rules and it's working. First attempts were not successful because anytime I tried to import into Muvizu it gave an error message telling me that textures were not found at stored address. I made some modifications in code to allow the script to search for original textures addresses where they were primarily stored. If you fall in troubles you can use original script but in that case it was better to create a folder in root disk and name it to UT3. Inside this folder you need to create another folder named "textures". Every texture you gonna use must stay inside this folder. Sometimes original script works without problems but it depends how long is the texture address location. Anyway I think my small code contribute has settled that.

Download and try: https://drive.google.com/file/d/0B0GJCNBaYT8MV2FkOEotVmNEbFE/view?usp=sharing

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20/03/2017 15:56:27
Topic:
Stanley Ipkiss - Meeting with the Boss

DoublePrimePictures
DoublePrimePictures
Posts: 61
Hello all,

here is my new movie.

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