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07/07/2015 15:53:34

urbanlamb
urbanlamb
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Posts: 1796
I got forwarded the other muvizu mail and basically the mogul email is the same


toonarama wrote:
I don't suppose there is any mention of importing animations and/or characters?



Lets hope they find a way as this is a very large kettle of fish LOL since likely we would want to use the animations they have inside the software already and any new ones we may make.


We shall see I guess at the moment for what I want to do I have hit a muvizu wall which can be partially fixed with the keyframe animation, but we need to be able to group objects with characters and move the entire group etc so they can drive a car properly or fly an airplane.


We also need a better camera system this is the biggest handicap in this software for many including myself. I simply cannot get the camera movements I want using the motion system they have in place.
edited by urbanlamb on 07/07/2015
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07/07/2015 18:46:01

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
ukBerty wrote:
The update has a very specific enhancement that I requested sometime back and I want to thank all at Muvizu for including it as it has made my day.
Mandy's attachment point, by any chance?

Ambient Occlusion, where have you been for the last 5 years? Didn't even know I needed it until I tried it out... wow, what a difference this will make. All the lighting changes are very cool and very welcome. It is most definitely faster as well - did I 'encourage' you to optimize the code because of the monster sets I sent in? Sorry Big Grin

One thing I noticed though - on the update screen, you're still using the old Muvizu logo. It's the only place it still exists, I think. I'm not even going to think about the other changes coming, I've got some lighting to play with...
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07/07/2015 19:07:36

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
ziggy72 wrote:
One thing I noticed though - on the update screen, you're still using the old Muvizu logo. It's the only place it still exists, I think. I'm not even going to think about the other changes coming, I've got some lighting to play with...

Last time I pointed this out, they said it was due to you upgrading from a beta version rather than installing fresh.
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07/07/2015 19:46:50

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause
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07/07/2015 20:22:35

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
ziggy72 wrote:
ukBerty wrote:
The update has a very specific enhancement that I requested sometime back and I want to thank all at Muvizu for including it as it has made my day.
Mandy's attachment point, by any chance?


Might be......
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07/07/2015 20:23:13

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
Danimal wrote:
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause

The MrDrWho Camera animation system (Version 1. Awaiting patent )
Each option would take you to a separate prepare menu, and you could use multiple types at any given time.
Custom would take you to the old camera prepare menu.



(direct coming soon)
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07/07/2015 20:36:16

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
These would control the speed of movement in the same way intensity sliders work. The further the slider is in any direction the faster to camera moves that way - allowing the user to control the soft starts and ends of movement.

Edit: An invert tickbox could be added for those who want left and right/up and down switched for any reason.
edited by MrDrWho13 on 07/07/2015

Edit 2: A reset button could also be added to move the sliders to the 0 position
edited by MrDrWho13 on 07/07/2015
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07/07/2015 20:50:16

Clam
Clam
Posts: 51
@DrWho13-- BRILLIANT!
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07/07/2015 23:42:54

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
MrDrWho13 wrote:
Danimal wrote:
urbanlamb wrote:
We also need a better camera system this is the biggest handicap in this software

i agreeApplause

The MrDrWho Camera animation system (Version 1. Awaiting patent )
Each option would take you to a separate prepare menu, and you could use multiple types at any given time.
Custom would take you to the old camera prepare menu.



(direct coming soon)



yeah no I can't use those movement things I am not twitchy enough anymore. What I want to see is a keyframe system with coordinates and a path/track to put the cameras on. This present system or anything build on it will only lead to the same frustrating issues that leave me just not moving the cameras.
edited by urbanlamb on 07/07/2015
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08/07/2015 15:47:35

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
I like MDW13's layout - anything is better than what we have now though, and the camera system has been needing improvement since forever. Having said that, I just discovered Motion Blur in the settings and I'm having fun making things whiz by in front of the camera. I'm easily amused The Bloom setting is a nice addition too - saves me having to fake it all the time with extra lights. The new way of using depth of field is a little more involved than before, but it's better (as far as I can tell).

I actually made a short animation last week, but it's been sitting on my machine while I wait for the Gallery to get fixed. So, while I'm waiting, I'm going to reshoot it using the new tricks and see how it looks - the AO is already helping.
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08/07/2015 15:54:49

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
ziggy72 wrote:
the AO is already helping.

I admittedly only played with the new version for 10 minutes tops, but I couldn't for the life of me tell what the A.O. was doing until I got it up to its extreme settings, then everything just looked like one big shadow.

Also, where is this Bloom feature? And though everyone says it's faster, it took longer to load my super primitive sets. Definitely no error messages though!
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08/07/2015 15:57:22

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
ziggy72 wrote:
the AO is already helping.

I tried it on my dalek asylum set and it only made any noticeable difference when turned up really high. Having said that, it takes the overall look of the video one step closer to looking realistic.
edited by MrDrWho13 on 08/07/2015
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08/07/2015 16:00:04

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
Danimal wrote:
And though everyone says it's faster, it took longer to load my super primitive sets. Definitely no error messages though!

Mine wasn't faster but it's probably affected to the rendering I'm doing currently in my video editor. (I'll try it in an hour when it's done)
When loading an old set I found there were still the error messages that everyone ignores now.
edited by MrDrWho13 on 08/07/2015
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08/07/2015 18:00:14

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
urbanlamb wrote:
What I want to see is a keyframe system with coordinates and a path/track to put the cameras on.

Without a doubt this would be incredible. The mysterious/mythical email did mention something related to keyframing being added in a future release but didn't specify what. We can always hope!
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08/07/2015 19:57:11

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Danimal wrote:
urbanlamb wrote:
What I want to see is a keyframe system with coordinates and a path/track to put the cameras on.

Without a doubt this would be incredible. The mysterious/mythical email did mention something related to keyframing being added in a future release but didn't specify what. We can always hope!



yup adding more knobs to the camera that I have to try to drive and make fine tuned movements for .. well it wont be helping me or anyone who is getting a bit on in years. I always think about seniors using this program and think to myself that they probably are pulling their hair out with this twitch oriented system.

All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

Of course the wierd spiral track systems I enjoy using in some cases would still not be possible without designing some sort of path to move it along like a dolly, but just the above and give me a way to move the stuff around on the timeline and speed up/slow down the camera would be awesome. It would also mean that people would not spend 3 hours on a simple camera pan which if you think about it if muvizu is supposed to be about making things quick and easy well this is all wasted hours that could be used on making a cool model or texture for a model to use in muvizu.

ziggy72 wrote:
I like MDW13's layout - anything is better than what we have now though, and the camera system has been needing improvement since forever. Having said that, I just discovered Motion Blur in the settings and I'm having fun making things whiz by in front of the camera. I'm easily amused The Bloom setting is a nice addition too - saves me having to fake it all the time with extra lights. The new way of using depth of field is a little more involved than before, but it's better (as far as I can tell).

I actually made a short animation last week, but it's been sitting on my machine while I wait for the Gallery to get fixed. So, while I'm waiting, I'm going to reshoot it using the new tricks and see how it looks - the AO is already helping.



more buttons are fun eveyrone loves buttons but they really are not dealing with the camera issue it just looks impressive like when my other half buys stuff cause of the knobs and buttons and dials. Its like uh .. what makes this model that is way more expensive better then the one we already have the answer.. "it looks cool" yeah bobbert i love you dearly but we dont need more buttons they both do the same thing.. This is a person who is 6'3" he decided he wanted a mazda rx7 cause it was "cool' uh bobbert firstly our nice servicable toyota and honda we got because they do what we need and we can fit our long legs in them how are you gonna even sit in that thing? "but its cool"
"no bobbert you cannot spend our savings on a race car that you cant even fit into!"

*queue manjoke stereotype*

so although those buttons "look cool" they dont address the underlying problem so it would be nicer that they spend time on a more usable system instead of putting more knobs on this one which I wont ever use because the cameras drive me batty so I would simply continue to ignore any knobs and wait for a usable solution LOL.
edited by urbanlamb on 08/07/2015
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08/07/2015 20:12:33

Clam
Clam
Posts: 51
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.
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08/07/2015 20:32:00

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
Clam wrote:
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.



Yes but not all camera movements are to follow characters I would have to create a character for each movement? LOL then in order to not see the characters I would have to set them to invisible. Now some people's pc's probably would not like all those walk animations and movements on top of the camera data.

in some cases mikey would also need to fly a follow cam is very restrictive and scenes come to life with camera switches and movements as this is how you basically tell the story. Camera movement is super important to keep the viewer focused on what you want them to focus on.

These two videos are basically impossible for me to create in muvizu with regard to camera movement and its one reason why I had to search up alternatives yet both of these would be doable in muvizu if they let me do proper camera movement.



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08/07/2015 20:37:08

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
Clam wrote:
I took MrDcWho13's illustration to mean that the camera follows Mikey, then we go back and layer on each option we choose: The camera follows Mikey, we add some rotation, then add some zoom in, and so on--recording each layer one at a time. I realize the "Follows Mikey" doesn't necessarily mean it roams with Mikey, but if it did, I think this would be a fast, efficient system with precise control.

Yes, the main focus was the speed controls, but the camera locking to a character or object has been requested for ages so I thought I might add it into the design.

Urbanlamb, there would be an option for "none" so it wouldn't have to track a character.

Glad to see people discussing various options, and I knew my idea was flawed at the start - just a thought provoker.
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08/07/2015 20:43:01

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2221
urbanlamb wrote:
All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

A couple of things to add to this idea:
  • Smooth corners (or at least the option to enable them) so the camera does not jerk at each set point.
  • The option to rotate the camera while it is moving or even the option to set it to look at a point or object.

However, I am interested what the mysterious keyframe system is about
edited by MrDrWho13 on 08/07/2015
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08/07/2015 20:43:02

urbanlamb
urbanlamb
(Account inactive)
Posts: 1796
MrDrWho13 wrote:
urbanlamb wrote:
All we need is a pathing system similar to the way they move the characters click on the floor/ground in a few places or above the ground (whatever) tell the camera to look at an object or set of objects at different points in time and set the speed and you have most of what is needed to move the camera in a reasonable way.

A couple of things to add to this idea:
  • Smooth corners (or at least the option to enable them) so the camera does not jerk at each set point.
  • The option to rotate the camera while it is moving or even the option to set it to look at a point or object.




  • When I can make videos like that in muvizu then i will be happy. LOL (ignore the characters I am speaking in this case about cameras) My videos all suffer from the same issues in muvizu and it sort of always crippled the quality of what I produced .... it was always the cameras that drove me batty and I always had to settle and compromise even if I could solve every other issue with stop motion and green screen camera behaviour was not something I could 'fix' . Whaaaaa?

    as long as its a twitch based behaviour no it wont help.. I wont get into why because quite frankly its a barrier to creativity based on a physical attribute which.. I will never ever posses so knobs wont be helping me LOL
    edited by urbanlamb on 08/07/2015
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