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16/01/2012 00:06:34

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Bit of a shopping list here

Please, pretty please...

Ability to turn collision ‘off’ on a model or swap collision model ?

Turn on Normal mapping in Muvizu...low poly count models...loading quicker...vast cities...Cecil B de Wotsis Face...remake of Anthony and Cleo...

A scale for Muvizu...Luscan said it was 1 unit to an inch but...how many real life inches to a Muvizu inch as I keep making everything too small or too large.

Any chance of a hexadecimal colour chart so colours can match up in Muvizu? Colours seem to go all sorts of weird shades on objects once imported.

And is there any way that we can use the view that I can see on the screen as a camera view? I can never get my camera view to match what I see on the screen...I know I should look through the camera when I build the scenes but I always seem to forget. It would be nice to build up the scene in the scene window and just be able to shoot what I can see.

Oh and a BIG THANK YOU for getting rid of the trumpets when Muvizu loads up!
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16/01/2012 06:11:12

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Dylly wrote:


Ability to turn collision ‘off’ on a model ?

What He Said
We have it for characters (can be stood on). This would make scene building so much quicker.
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16/01/2012 09:33:27

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
A scale for Muvizu...Luscan said it was 1 unit to an inch but...how many real life inches to a Muvizu inch as I keep making everything too small or too large.


From what I remember the models and characters were made to an original size and then, over the course of the months and years, scaled up and down to fit better within the basic scene (this was done with the scale controls in Muvizu) when they were first created.

I keep doing the same as well though - too small or too large - I think the easiest thing would be to pick a default size in Muvizu (for example a character) and through some trial and error make a cube about the same size as the default scale character and measure that objects size or roughly model to that scale.

I'll see what I can find out though with regards to how inches vary between real life, muvizu and 3D modelling packages.

--
Direct, don't animate!
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16/01/2012 09:58:23

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
And is there any way that we can use the view that I can see on the screen as a camera view? I can never get my camera view to match what I see on the screen...I know I should look through the camera when I build the scenes but I always seem to forget. It would be nice to build up the scene in the scene window and just be able to shoot what I can see.



You can sort of do this. When you create a camera it is made just in front of the directors (or screen) view. It doesn't take on the properties such as the looking up or down though. The other problem with this is that the camera is further forward than the directors view so it doesn't really line up. I'm guessing that it might be possible to refine the create camera option to duplicate the director's view (although there'd be other considerations here as someone else may not like the a new camera duplicating what they see) however actually using the director's view directly as a camera is probably not achievable. One of the dev's may have another thought though

--
Direct, don't animate!
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16/01/2012 10:00:59

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
Any chance of a hexadecimal colour chart so colours can match up in Muvizu? Colours seem to go all sorts of weird shades on objects once imported.



This is a bit of a known issue, we have a decimal colour chart (RGB values) and I'd think a hex version wouldn't be too hard however, the problem is down to the way the unreal engine renders colours (lighting, shadow, material types, etc). This is where we need to fix it up a bit to display the colours as you see them when you pick them.

--
Direct, don't animate!
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16/01/2012 10:12:44

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
Dylly wrote:
Ability to turn collision ‘off’ on a model or swap collision model ?


We've looked at doing this and it is something we'd really like to make happen, I think it will just take time though

--
Direct, don't animate!
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16/01/2012 10:20:46

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
OH HO!..

Is it that time again?

The time when the devs gather to decide what goes into the next update?
The time where myself and others dig out the users wish list and jump up and down shouting for camera waypoints, facial animation etc etc etc.

I love this time

Now where's that list again?.....

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16/01/2012 15:11:42

Wizaerd
Wizaerd
Posts: 122
Dreeko wrote:
OH HO!..

Is it that time again?

The time when the devs gather to decide what goes into the next update?
The time where myself and others dig out the users wish list and jump up and down shouting for camera waypoints, facial animation etc etc etc.

I love this time

Now where's that list again?.....



Is it? Is it really? I have my list ready...

1) Waypoints for camera movements.
2) Waypoints for character movment
3) Object/prop interaction
4) Standardized 3D Model import (3ds, obj, fxb, etc...)
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16/01/2012 19:45:31

mystoMuvizu mogulExperimental user
mysto
Posts: 471
There's nothing I could add to "the list" that others haven't mentioned many times before. Besides, I'm sure it's getting difficult for team Muvizu to keep track of all those post it notes!
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