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03/06/2016 01:46:32

primaveranz
primaveranz
Posts: 524
These would all make Muvizu a much more viable tool.

Removal of the collision system and physics - they serve no function and in fact reduce usability.
The ability to keyframe character positions (if not actions).
The ability to copy and paste keyframes (especially for cameras).
The ability to keyframe object motions accurately e.g. to allow rotating wheels and helicopter blades.
Better transitions between actions - some "jump" in a very jarring manner.
Less exagerrated actions e.g. runs
Less exagerration of starting actions e.g. before a run.
Pop up screens which are context sensitive, i.e. when I edit a character his form appears, if I click on another character the form remains but applies to the new character or object.
The timeline to stop disappearing from the screen all the time.
The ability to have multiple dialogue clips for a character.
And by far the most important - the ability to stretch and compress actions on the timeline.

Having 360 degree video ability is of short-lived interest, but I'd swap it for any single one of the above.
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03/06/2016 02:56:42

clayster2012Muvizu mogul
clayster2012
Posts: 653
I have already accomplished the turning wheel in key frame, in your modeling program you have to make sure you have the axis in the right position before you import it into muvizu, if we removed the physics from muvizu then we wouldn't have gravity which I myself find very useful,it saves us the time of animating a falling object and makes the job easier for all of us, the collision is useful also, what if we wanted something to impact with another object or when it falls and hit the ground, without collision the object will keep going, no impact, so at the point of collision that would be a cue point to animate or add an effect, and that's where your video editing software comes handy,but if I was to change anything for the collision, that would be to add a feature that will allow us to adjust the physic and collision, also you have to remember the purpose of muvizu, its was aimed at those who don't know much about animation, and gives a helpful push to those who always wanted to animated their own cartoon, you take that away from muvizu then you take away the ability to animate from those who needs it, so leave the actions in there, they are most needed, I'm sure the muvizu team have plans to add more actions, I have no problems with the timeline and see nothing that should be changed, for the dialogue to be multi, it is possible, i have done it in Alien grey, unless you want the character to say different thing at the same time, and for action in the time lines, not sure what you mean, but the further you place the key frames in the timeline the slower the animation will be, the closer the faster it will, if that's what you mean, i'm not trying to be a butt, but muvizu wasn't meant only for advance users, it was meant to help people do something that the always wanted to and didn't have the money to take learning classes, in fact muvizu is a class in it's self, so if muvizu isn't something that suits your needs then I would say look at toon Boom or some other advance animating software.
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03/06/2016 06:28:18

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
primaveranz wrote:
Having 360 degree video ability is of short-lived interest, but I'd swap it for any single one of the above.


I would wholeheartedly agree (toon shading anyone ?)....

Well almost - the multiple dialogue tracks don't bother me, but everything else yes.

Collision huh ? What is it good for ?

Obviously you don't want things dropping through the ground, but I would trade "ability to have objects bang into each other" for "ability to place objects where you want and the ability to be able to move things without destroying your whole set" any day. Before I learned how to pretty much eliminate collision on all imported models I really struggled with this. Of course, over time this has added weeks if not months of work to my production. A simple "remove collision" tickbox on objects would have avoided all this, but I am assured this is a restriction of Unreal rather than Muvizu.

clayster2012 wrote:
I'm sure the muvizu team have plans to add more actions.

I wish I was. There's been nothing for at least 4 years.

I think Primaveranz is suggesting enhancements rather than fundamental changes, things that could be ignored by first time users and then embraced as their skills increase and they demand more.
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03/06/2016 06:53:10

primaveranz
primaveranz
Posts: 524
So have I have missed the version of Muvizu which allows a character's actions to be keyframed?

And OK leave the physics. But why would you deny users the other improvements ?

Can you show how me how to :-

keep the Timeline visible at all times?
duplicate a camera's exact location and settings in another part of the timeline?

And have you never found yourself changing the properties of the wrong object because the wrong edit box is showing?

You'll notice I titled my post "Things I'd like to see" not "things which Muvizu MUST have or I will throw a hissy fit". Some of us want to hang around and improve the capabilities of the software and so feedback suggestions which might retain a few more of those beginners who rapidly tire of the current limitations and difficulties and move on to other software. After all that is what this particular Forum is for.


And for the record, I already use iClone and Moviestorm but I don't believe in restricting my endeavours to one platform.
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03/06/2016 08:24:47

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
primaveranz wrote:
Removal of the collision system and physics - they serve no function and in fact reduce usability.

I agree except for the collision of characters walking on objects. (And the collision with the ground)
However, as Berty says, this is most likely an Unreal problem so there's not much we can do about it.
primaveranz wrote:
The ability to keyframe character positions (if not actions).

I'm not sure how this would work, since the running and walking are set speeds yet keyframes are designed for varying speeds. I'd be interested to see if this could work but it would mean a redesign of the whole movement system.
primaveranz wrote:
The ability to copy and paste keyframes (especially for cameras).

Yes
primaveranz wrote:
The ability to keyframe object motions accurately e.g. to allow rotating wheels and helicopter blades.

Yes, but I think this is just possible with the current version if you manage to work it out.
primaveranz wrote:
Better transitions between actions - some "jump" in a very jarring manner.

I'd like to see this, but (again) the action system is baked right into Muvizu so would probably need a redesign for this.
primaveranz wrote:
Less exagerrated actions e.g. runs
Less exagerration of starting actions e.g. before a run.

I think this is as easy as adding another action, so this is quite likely.
primaveranz wrote:
Pop up screens which are context sensitive, i.e. when I edit a character his form appears, if I click on another character the form remains but applies to the new character or object.

Yes.
primaveranz wrote:
The timeline to stop disappearing from the screen all the time.

Yes.
primaveranz wrote:
The ability to have multiple dialogue clips for a character.

So many times this has been requested, but it would probably require an entire audio editor system since people would soon ask "Oh can I change the pitch or speed a tiny bit, and perhaps split the audio clip". So yes but it would need work.
primaveranz wrote:
And by far the most important - the ability to stretch and compress actions on the timeline.

This seems quite easy in my head, but the staff have yet to comment on if this is possible. Currently the little clips are keyframed in by the devs with set intervals between each tiny movement to build up the whole movement. It would need to be possible to have this as a variable timing.
primaveranz wrote:
Having 360 degree video ability is of short-lived interest, but I'd swap it for any single one of the above.

Yes.

Also, Clayster, would it be possible to add a couple of full stops here and there?
edited by MrDrWho13 on 03/06/2016
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03/06/2016 14:08:20

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
primaveranz wrote:
So have I have missed the version of Muvizu which allows a character's actions to be keyframed?

It's an add on - http://www.muvizu.com/Pack/18/Key-framing-expansion-pack

...and, I should clarify, it works for objects/cameras/lights/etc, but not character actions - character properties yes, but not actions.
edited by ziggy72 on 03/06/2016
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03/06/2016 15:22:45

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
I agree that there are a whole BUNCH of things that would make Muvizu easier to use. Anybody who has used other animation software knows that most of it must be possible, because other programmers have figured out how to do it in other products.

And even the limitations imposed by a game engine wouldn't prohibit most of these ideas, because game characters are dynamically moved with joysticks and controllers, which means it all has to be parametric. If an action in a game can be maintained as long as some button is held down, then it should be possible to drag the tail of a recorded action on the timeline to make it last longer. It is absolutely MADDENING for people who use timelines with that feature in many other programs to NOT have a the same functionality here.

Having said all that, I think the reason we don't see more changes is because the software is practically free, and there's not enough income being generated to justify a whole team of developers like many other companies have. It's a small company, and I'm guessing the staff is quite small, and all of the people wear many hats... which means, if any of them got overloaded and left the company it would probably leave a significant hole ... and maybe even the loss of a single key person could undermine the whole show. Who knows, I'm just speculating here based on what I've seen in other work environments.

When Jamie answered my request for subdirectories under the main FAVOURITES directory by saying that was probably not going to happen... such a simple thing in any programming language.... that suggested to me that it isn't about what's possible as much as it is about work load. I'm guessing whoever makes new things happen already has a long to-do list, and they don't want to add to it. Again, I'm speculating here.

I like the software, and I consider myself to be an 'idea" person... I love discussing ideas for product improvement. As a manufacturing engineer, that's what I did. But I get the distinct feeling that Muvuzu isn't looking for more ideas. They surely already have plenty of things they're working on, and other peoples' ideas introduce a bottomless pit of "scope creep" (the addition of new unquoted features in a project that eventually makes the cost exceed the budget)

Therefore, I won't be making any more suggestions. But I will read and totally enjoy the ideas served up by anyone else. I love ideas, and I have great respect for the mind that conceives innovation.
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03/06/2016 16:18:22

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
I think you've hit the nail on the head there, Pat.
The devs have quite a lot on their to-do list. A few years ago they had a physical post-it note board with the suggestions but they rapidly outgrew this with the number of suggestions and lack of resources. To have more features added, they'd need to employ more staff, which means the cost of Muvizu would increase rather dramatically.
However, I would certainly like to see what's currently in the works vs what's highest on the current to-do lists but, unfortunately, I doubt they'd release this information.
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03/06/2016 16:26:02

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
MrDrWho13 wrote:

However, I would certainly like to see what's currently in the works vs what's highest on the current to-do lists but, unfortunately, I doubt they'd release this information.


we need to find a covert agent who lives in or near Glasgow to "drop in" and casually look at the bulletin board... then report back to the rest of us. ;-)

Know anybody? ;-)
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03/06/2016 16:29:49

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
PatMarrNC wrote:
MrDrWho13 wrote:

However, I would certainly like to see what's currently in the works vs what's highest on the current to-do lists but, unfortunately, I doubt they'd release this information.

we need to find a covert agent who lives in or near Glasgow to "drop in" and casually look at the bulletin board... then report back to the rest of us. ;-)
Know anybody? ;-)

Sounds good. Agent Dragon perhaps?
Quiet
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03/06/2016 18:51:14

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
speaking of which.. is the Muvizu headquarters open to visitors? If I ever travel to Scotland to research my ancestry, do they let wild-eyed foreigners inside to look around?
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03/06/2016 18:52:36

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
PatMarrNC wrote:
speaking of which.. is the Muvizu headquarters open to visitors? If I ever travel to Scotland to research my ancestry, do they let wild-eyed foreigners inside to look around?

They used to, perhaps that's something to ask Jamie. Might be a change from "Add more features" or "Help my Muvizu is ded"
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04/06/2016 02:00:13

primaveranz
primaveranz
Posts: 524
ziggy72 wrote:
primaveranz wrote:
So have I have missed the version of Muvizu which allows a character's actions to be keyframed?

It's an add on - http://www.muvizu.com/Pack/18/Key-framing-expansion-pack

...and, I should clarify, it works for objects/cameras/lights/etc, but not character actions - character properties yes, but not actions.
edited by ziggy72 on 03/06/2016


Err yes that was exactly my point
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04/06/2016 16:40:18

Rocque
Rocque
Posts: 359
PatMarrNC wrote:
speaking of which.. is the Muvizu headquarters open to visitors? If I ever travel to Scotland to research my ancestry, do they let wild-eyed foreigners inside to look around?



My solution to this is that we all help Pat move to Scotland! I hear it is beautiful and a great place to live since there are no Income Taxes! I wonder what the cost of living is there? Pat can be our covert worker...yes, we will even send in so many support tickets requesting that they hire you part time, or full time (your choice, but I think the pay might consist of sword fighting lessons). However once there, you will be posting in the forum to let us know what the future for Muvizu looks like.

Your mission will also include setting up a home for homeless animators, who want to relocate to an environment more conducive to creativity.

How many will support this task? Lets hear it for Pat McMarr!
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04/06/2016 16:42:20

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
Rocque wrote:
I hear it is beautiful and a great place to live

Especially if you love rain! When I went up a few years ago, they informed me that it's only sunny one week per year if you're lucky.
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04/06/2016 17:30:17

Rocque
Rocque
Posts: 359
MrDrWho13 wrote:
Rocque wrote:
I hear it is beautiful and a great place to live

Especially if you love rain! When I went up a few years ago, they informed me that it's only sunny one week per year if you're lucky.


I guess then you stay inside making animations or Lego projects. Or Lego movies. Ha. I could use some rainy weather.
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05/06/2016 01:59:44

primaveranz
primaveranz
Posts: 524
Neither the tax or rain comments are actually correct, but I must admit I emigrated to in New Zealand where it is much warmer. And we even win at rugby more often than not
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05/06/2016 04:52:07

Rocque
Rocque
Posts: 359
primaveranz wrote:
Neither the tax or rain comments are actually correct, but I must admit I emigrated to in New Zealand where it is much warmer. And we even win at rugby more often than not

So you are living in New Zealand? I would like to live there better than Scotland. I wonder if they would take in someone from the US? However, we need to get Muvizu to relocate, too.
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13/06/2016 10:23:57

ikesMuvizu mogul
ikes
Posts: 275
Well, to stay a bit on topic here, if this gets through to the developers at all. What I would like to see in muvizu to name a few:

  • keyframed movement and rotation separated on the timeline and also rotation on all three axes
  • a move, rotate and scale gizmo on selected objects.
  • keyframed movement and rotation of groups, of characters, of head and eye-movement and open / close mouth
  • ability to trim actions at beginning and end on the timeline
  • keyframed actions of characters (hopefully if possible, keyframed poses (IK) with transitions in between)
  • dialogue system with more than one audioclip per character and movable blocks on the timeline, more like the soundeffects.
  • keyframed animation control of hands, like orientation, rotation, open, grab, etc
  • import of 2D flash and gif animations in textures, camera overlay, ...
  • more actions, like getting up from a lying position, falling, jumping, climbing, driving, normalized running
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13/06/2016 10:42:34

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
ikes wrote:
Well, to stay a bit on topic here, if this gets through to the developers at all.

I'll try to give work arounds for a few of these but they're all pretty good feature suggestions.
a move, rotate and scale gizmo on selected objects.

I'm not entirely sure what you mean by this. Do you want to animate the scale and stuff or are you saying there should be separate controls for each of these things while setting up? If you want to animate scale there's a chance you can by directing properties.
keyframed movement and rotation of groups, of characters, of head and eye-movement and open / close mouth

You can keyframe each object separately and they'll all move together. (Not too sure about rotation though). Not an elegant solution but it's what we have for now.
import of 2D flash and gif animations in textures, camera overlay, ...

You can, in theory, import transparency enabled avi files on to backdrops, so I assume you can also use this for any available texture slot. (It's very picky with codecs though)


That's all I have in terms of work arounds right now. It might be a while for Muvizu to implement any of these features properly.
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