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Home ? Importing Assets ? how to import a character created in blender

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30/12/2016 19:52:17

marietto2008
marietto2008
Posts: 30
Hello to everyone,

I became a muvizu play+ subscriber from some day and I know blender a little. I'm trying to export a character created in blender to Muvizu. After having looked for some "ready to go" tutorial or for some relevant informations on internet I reached a conclusion : there are a lot of confused informations all around. The methods used produce different situations depending if you want to export in obj or ase or fbx. The best tutorial found is this :



in addition to what explained in the tutorial,I saved the textures used to uv map the character in the same folder as the exported FBX file. What's the result of this ? It's not so good,because as soon as I import the fbx file into muvizu,it happens that :

1) the textures looks bad
2) I can't place the character in the front position

This is how it looks :

https://postimg.org/image/5nykqok59/

so,how can I explain the problems explained above ? thanks.
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30/12/2016 20:17:23

MrDrWho13Muvizu mogulExperimental user
MrDrWho13
Posts: 2220
I can't help out with the quality of the model because I don't fully understand what makes models work in Muvizu, but I thought I'd let you know you can't rig that character in Muvizu so you'll only have a static object. (Just so you know)
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30/12/2016 20:41:04

marietto2008
marietto2008
Posts: 30
ok. man. Please,watch this tutorial :



the author has attached a lot of different objects to the head and to the arms of the characters,but he has not explained how to do it. So,the idea,it the same as before : to create the different parts of a character such as the arms,the head and the legs in blender and then attach them to the rig that muvizu uses to move the character,as you see on the video above. Is this possible ? how can I do it ?
edited by marietto2008 on 30/12/2016
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30/12/2016 21:15:36

marietto2008
marietto2008
Posts: 30
....or it's possible to attach a new head to the character ????
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31/12/2016 03:38:33

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
each character is different in terms of what locations can have attachments added.
Almost all of the characters have at least one (sometimes two ) attachment spots on the head for hair and/or hats.
The older characters have the most attachment spots... most of them will accept a hat, hair, nose, glasses, face mask, tail, backpack, shoes, necklace and more.

The way you can tell if attachments can be added is by right-clicking on the character then when the floating menu appears, click EDIT. For each of the editable features you will have built-in options to choose from (like hair, hats etc)

If that feature allows you to substitute an attachment of your own design, there will be a button that looks like a wireframe box. Click that box, navigate to your FBX model and select it, and it will be added to the area of the body that pertains to the feature you are editing. For example, if you are looking for HAIR options, and you click the attachment icon, it will add your model as hair.

When you create your model, before exporting it as FBX, move its origin to XYZ=0... otherwise they won't show up in the right place in the Muvizu environment.

Also until you get used to it, your models probably will not be oriented correctly when they load into Muvizu. Fortunately, Muvizu provides sliders so you can position your imported objects (within reason)
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31/12/2016 05:48:04

clayster2012Muvizu mogul
clayster2012
Posts: 653
Once I gets some time I will make a tutorial on how to add attachments, I'm about to wrap a few things up with my job, seems I wont start until spring, right now I'm working on a couple of freelance cartoon jobs for a BBQ Cafe, but once that's done I'll start making resources for a tutorial.
edited by clayster2012 on 31/12/2016
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31/12/2016 05:58:34

clayster2012Muvizu mogul
clayster2012
Posts: 653
MrDrWho13 wrote:
I can't help out with the quality of the model because I don't fully understand what makes models work in Muvizu, but I thought I'd let you know you can't rig that character in Muvizu so you'll only have a static object. (Just so you know)


Also you can"t use too many textures for one object, if you do it will just float in mid air and you can't move it or edit, the best thing to do is make one big texture with the ones you got and remap the object, plus you can only use Characters that came with muvizu, unless you want it to be a static object for prop characters!
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31/12/2016 11:08:43

marietto2008
marietto2008
Posts: 30
I think that the company does not want that we use external characters because the business behind muvizu is kept alive by the custom assets. Anyway,I think that this is not the only way to make business....
edited by marietto2008 on 31/12/2016
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31/12/2016 16:06:11

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
marietto2008 wrote:
I think that the company does not want that we use external characters because the business behind muvizu is kept alive by the custom assets. Anyway,I think that this is not the only way to make business....
edited by marietto2008 on 31/12/2016


If you want to design and rig your own characters, you can still animate them in another software package and export them as green screen video which can be merged with your Muvizu output in a video editor.

But you can create some interesting characters in the Muvizu environment with attachments
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31/12/2016 16:30:34

marietto2008
marietto2008
Posts: 30
I think that the muvizu characters are good only for certain kind of animations,not for everything. They make me laugh and I think I can use them to animate grotesque / comic stories ; the big eyes that come out of their orbits,the clumsy bodies are nice,but not for serious stories. Anyway,can you give me more informations about the tecnique that you said before ? I'm a newbie in the animation area,what's mean "export them as green screen video which can be merged with your Muvizu output in a video editor" ? do you have some tutorial to suggest me to learn this tecnique ? thanks.
edited by marietto2008 on 31/12/2016
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31/12/2016 17:50:12

clayster2012Muvizu mogul
clayster2012
Posts: 653
marietto2008 wrote:
I think that the muvizu characters are good only for certain kind of animations,not for everything. They make me laugh and I think I can use them to animate grotesque / comic stories ; the big eyes that come out of their orbits,the clumsy bodies are nice,but not for serious stories. Anyway,can you give me more informations about the tecnique that you said before ? I'm a newbie in the animation area,what's mean "export them as green screen video which can be merged with your Muvizu output in a video editor" ? do you have some tutorial to suggest me to learn this tecnique ? thanks.
edited by marietto2008 on 31/12/2016


Yes the animation is limited, a lot of times I wished they would add more animations like sword fighting, that would really go great for star wars scene and I can have lightsaber duels, or animation for riding horses like they do bikes,and a lot of others, but for now we have to make due to what we have, there are ways to work around the limited animations and there are a lot of us that think out of the box to make it work,and for the eyes,well they can be managed in different ways to suit what you need and they can help express different emotions with your characters,by using the slide bar to adjust them here is some examples!


this is just a few different ways, you can try all of the different eyes and tinker with them, use the slide bars to adjust them until you get the style your looking for, or one that will work! You can also replace the default eyes with your own but you won't be able to animate them, like this character here!

I just made two GeoSpheres in Milkshape and used Photo Shop to create the textures for the eyes, then I exported them in Ase, then I replaced the default eyes with them, but the only fallback I have is they can't be animated, but it still makes for a serious looking character, as long as don't keep the camera on him too long people wouldn't notice, this just some of the examples, later on I will be making tutorials on how to do modding the Characters with attachments, those should give you an idea on how to make your Characters look different!
edited by clayster2012 on 31/12/2016
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01/01/2017 00:08:08

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1742
actually, you CAN animate custom eyes made from spheres. You just need to make 9 different textures and swap them in and out as needed by directing the eye property on the timeline
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Home ? Importing Assets ? how to import a character created in blender