MrDrWho13 - all messages by user

2012/5/31 20:23:17
Gun_in_Hand Woo Hoo!Dreeko wrote:
barrys wrote:
You're all 100% right to want this and 100% right to keep on our backs.

I promise you guys that we'll tackle the 'holding' issue soon. Really, honestly, I promise.

This thread has kicked off an internal email discussion so we ARE talking about it. We may be able to look at this issue v. soon.


Barry


Exciting stuff, Hurrah!
edited by Dreeko on 31/05/2012

Woo Hoo!
2012/5/31 19:57:33
Gun_in_Hand WozToons wrote:
Toast Darth Lightsabers En Garde! Gun Buddies

Good news.



i agreeLogic
2012/5/31 16:04:30
Moving limbs Dreeko wrote:
Jamie wrote:
Dreeko wrote:
when we do reach the stage where characters can hold objects,this will allow us to animate without the dreaded greyed out experience which I assume would be the order of the day if we retain the existing pose restricted choices.


Err.. I don't follow what you mean here. Hmm?


All I meant was - A limb freeze (or left and right arm timeline option) would allow us to animate without being prevented from doing so (ie greyed out) due to the chosen animation being unsuitable because the character is holding an object.
Jamie wrote:
Possibly this is actually making things more complex? It's certainly one of the challenges with character and object interactions. How does a character hold all the different things it possibly could and be animated in ways that look good and suitable? On the other hand, maybe that crazyness is the effect someone wants in their movie?


Yes someone may want the flaying around crazyness and if they did then the two arm method of direction would be the prefered choice.
When it comes to the variety of objects and how best to hold them, then a selection of object character poses would have to be created I would imagine from small handheld ones (mobile phone, bag of chips etc) to medium sized (laptop, shopping bags etc) to large ones.

Or perhaps the route to take when it comes to object holding poses would be to create a series of character morph targets which would take into account the size and weight of the object held and have them graduated on two sliders one for weight and another for size.

Weight slider - So at one end of the scale you could have the character with a mobile phone pose (held to the ear). Move the slider for weight towards the heavy end and the character would have to drop his hand further down until his arm is fully extended downwards with shoulder dropped and a slight lean toward the side of the held object

Size slider - Starting again with the phone to the ear pose at the small end of the size scale and moving along to a larger object the character would gradually move his hand downward as if the object had become bigger, possibly palms upward at mid point to accommodate the larger size. Move further along the size scale and the character would bring out his other arm to hold the expanding object. If the weight slider/scale were used as well then obviously the character's pose would morph to show this.

Thoughts on this anyone (take your time Jamie )

Cheers
D


Yes, I love the idea of weight and size, but I'm sure that there will be a few glitches when you do both at the same time.Lamer noob
2012/5/31 15:59:41
Moving limbs Jamie wrote:
Dreeko wrote:
I would firstly like to see all upper body animations available for both sitting and standing modes.


Yeah, that really does bug me as well.

Dreeko wrote:
In addition to this it would be nice if we could have the option to freeze one arm during character direction and freeze the other for a second direction.


Interesting one Dreeko. Not sure how freezing one arm would work - I guess it'd have to be the character's current mood's idle animation for the "un-animated" arm

Dreeko wrote:
when we do reach the stage where characters can hold objects,this will allow us to animate without the dreaded greyed out experience which I assume would be the order of the day if we retain the existing pose restricted choices.


Err.. I don't follow what you mean here. Hmm?

Dreeko wrote:
...or worse! We CAN use all the animations when they are holding objects and the spear holding character starts moving both arms all over the place cause he's performing a conversation animation.


Possibly this is actually making things more complex? It's certainly one of the challenges with character and object interactions. How does a character hold all the different things it possibly could and be animated in ways that look good and suitable? On the other hand, maybe that crazyness is the effect someone wants in their movie?

Dreeko wrote:
..head tilt! The head can move up and down and side to side and everything in between but the ability to tilt the head to one side isn't there!



Now that is an interesting one. It could be very useful.



I agree with the head tilting idea, that isn't too difficult, is it?
2012/5/31 7:07:09
Moving limbs Dreeko wrote:
This one has come up before I'm sure. It would be nice to see but it would increase the creation time greatly if we had to do a direction/animation pass for every joint.

I would firstly like to see all upper body animations available for both sitting and standing modes. It's really annoying when you go to animate a character doing something and discover that the action is greyed out because he is sitting down and it is a standing animation!
In addition to this it would be nice if we could have the option to freeze one arm during character direction and freeze the other for a second direction. Yes, I know that another timeline would be required for the additional limb direction but the advantage of this system would be a substantial increase in the variety of animations possible purely from combining the existing ones and also, when we do reach the stage where characters can hold objects,this will allow us to animate without the dreaded greyed out experience which I assume would be the order of the day if we retain the existing pose restricted choices.
...or worse! We CAN use all the animations when they are holding objects and the spear holding character starts moving both arms all over the place cause he's performing a conversation animation.

Thoughts on this anyone?

Edit: There is one extra move I'd like to see.
..head tilt!
The head can move up and down and side to side and everything in between but the ability to tilt the head to one side isn't there!
It's amazing the emotion that can be conveyed from this simple movement.
Yip, head tilt please!

Cheers
D
edited by Dreeko on 30/05/2012


i agree
2012/5/30 21:21:34
Moving limbs Thanks!Thumbs Up
2012/5/30 20:06:27
Moving limbs Perhaps we could have an option to manually move the limbs, similar to the eye and head movement. Elbows, shoulders and fingers, that is all we really need for now...
Do you agree?dunno
2012/5/30 17:59:08
Introductions! Dylly wrote:
glasgowjim wrote:
Welcome aboard! I am sure that you will love working at Muvizu - just don't feed Dave after midnight!

P.S. A dog can run halfway into a forest, after that it is running out!


How can you run out of dog? Surely a dog is for life not just for a forest!



My dog ran out, it said battery low and then ran out. Hmm mabye that was my mobile... I'm always getting those two mixed up...
I knew I shouldn't have tried to put that dog in my pocket...
2012/5/29 15:55:50
Can we have more actions? Perhaps some new poses or initial stances, whatever it is, this is the forum to post your idea's!

Thanks!


Darth Lightsabers
2012/5/29 15:52:55
Introductions! Mike_Num_5 wrote:
Thanks for the warm welcome everyone!

@gimmick - I was constructed here in the office from bits of old QA tester they had around at the time. My power source limits me to this office and to the coffee shop (that convieniently sells hot rolls also) which is just next door.




Oooh, hot rolls! Yum!
2012/5/28 17:05:01
Import Options Dylly wrote:
If I could have one wish
What would it be?
The ability to import things into Muvizu
With parts you can and can't see.

Now I don't mean to moan
And I don't mean to whine
But to map alpha to emissive...
And have bits of models that shine.

If someone could fix this
The part of Muvizu that is broke
I think Barry S said he knew how
I've heard he's a handy bloke.

I don't care about other model formats
Or any of that crap
But would be delighted
If you could include the odd normal map.

Now this is my wish,
This is my plea
I would be so very grateful
If you could fix this for me!


WOW, that's amazing! Great things put together in a great way!
2012/5/28 17:03:08
Slow-mo recording bigwally wrote:
Jamie wrote:
How do you mean slow-mo recording? Like the character does the animation in slow-mo while you record it and it plays back at the normal speed? Or being able to slow down an animation so that it always plays slower than the default?



I read it as slow-motion direction/editing, normal playback. I second that emoticon!



Yeah, like that!
2012/5/26 18:03:21
Random requests! Dreeko wrote:
Bow tie!

There are a variety of neck attachments, but no bow tie! It would be handy for james bond type movies and alike.

cheers

D



Yes, Dr Who aswell!
2012/5/26 18:01:01
A more complete Time Line i agreeWhat He Saidrock on
2012/5/26 17:57:37
Slow-mo recording We should have slow-mo recording, eg: when you do a fight scene, you don't have to go back and edit it for ages!
2012/4/17 18:48:13
Gun_in_Hand toonarama wrote:
Fantastic idea - especially if we can include an arm which is texturable/colourable



Yeah!
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