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Home ? Feedback ? Feedback Thread - v0.19b release (January 2012).

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10/01/2012 14:32:33

Marco_D
Marco_D
Posts: 582
Hello everyone,

The new version of Muvizu (v0.19b) is now available for download.
The download links and the known issues list can be found here: http://muvizu.com/Download/

If you have any feedback or simply want to report a bug, please use this thread to do so. Alternatively you can reach us on bugs@muvizu.com.

To all Muvizuers - Thanks for you patience and continuous support.

Cheers,
Muvizu Team
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10/01/2012 17:17:22

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Thanks for the new version - always good to get new stuff.

I do have a major issue with it though -


I switch from lit to unlit mode all the time as my sets are fairly complex and most work has to be done in unlit mode to keep the speed up. Now when you switch to lit mode it comes up with the "compiling shaders" message - presumably this is for the toon shading. This compiling takes 20-40 seconds on most of my sets which is going to be fairly unusable.


Would it be possible to get rid of this as surely it only needs to recompile the shaders if I have changed to or from toon shading.


Berty
edited by ukBerty on 10/01/2012
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10/01/2012 17:22:41

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
A couple of compatibility issues I have noticed :-


  • Imported objects which use ID_Textures revert to being pink in saved sets from 1.08. What's worse is that the colours are still there when you edit the object but they are not applied to the object. You can re-import them fine. Textured imported objects seem OK, although I have some transparency issues on some which I cannot reproduce.


  • Sets saved in 1.09 are not backwardly compatible with 1.08. This would not be a real issue unless you want to re-use sets with imported objects - do not save these in 1.09 !

Also, the "Make Video" view is now a lot slower. I probably get 1 out of 5 frames that I used to in 1.08. I use this all the time to view what I am doing in a larger window. Interestingly moving the time marker manually produces a much smoother output than pressing play, which is weird.


I know, we're never happy are we ??


Berty
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10/01/2012 18:06:31

adam_knox
adam_knox
Posts: 6
Thanks for the heads up Berty! I got the same default pink texture on objects I imported. Did a "save as" while in V19 just in case I need my V18 set!

I'm making a massive set (using prolly about 3/5ths of the floor of the world). On version 0.18 when I look around the set its super smooth. On this fresh install the movement is choppy. Obviously not a typical situation, but just thought ya'll might want to know that.

I'm trying to practice my Muvizu skills and seeing what it takes to make the thing crash but I'm thinking V19 won't be able to handle as much its predecessor. Thanks for the update!
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10/01/2012 18:35:07

adam_knox
adam_knox
Posts: 6
I had created 6 Abstract rectangles, scaled them to full-size, put a brick texture on them, grouped them to move and now its suspended in mid-air after moving it (none of them have the property to float). We made need to make some cautionary tape, because I'm just waiting for this thing to fall on some poor innocent Muvizu character! =P

*Note this is taking place in my mega-set
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10/01/2012 20:25:31

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
A few things I found.

Seems import texture reconverts to a lowres version.I tryed adding a texture to a background wall. The original texture size was 1024x512 and it converted it to 512x256 by the looks of it. Is way to pixelated to use.


I tryed loading my set that was made in the previous version before v0.19b. It worked but it moved at a majorly slow frame rate. I delete all lights and 90% of statics just leaving the barebones of the room and it remain the same slow frame rate. To fix I had to copy the statics and then create a new set and paste in and rearange. This fixed the frame issue and it became fast again but now I couldn't press the record button to record any events.
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10/01/2012 20:25:36

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
errm....am I being thick...but...

I've uninstalled my old version of Muvizu, reinstalled the new 32bit version...and there's no shinies! No shaders or anything like that. There's no difference between the two? Now I've not noticed something or I'm just plain thick...anyone know what I'm doing wrong?


Ignore me...I'm thick! Thicker than Mr Thicky the holder of the thick thicky world championship of being thick! Found the shaders!
edited by Dylly on 10/01/2012
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10/01/2012 20:41:35

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Okay don't ignore me...

If I use standard shading in Muvizu everything is OK.

If I turn on the toon shaders...it compiles the shaders...then...flashes this message up...



and then everything stops working. Is it something I'm doing wrong?
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10/01/2012 23:46:02

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
I was right in the middle of downloading but now I think... I'l refrain. Duhh
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11/01/2012 00:39:31

Marco_D
Marco_D
Posts: 582
Thanks for the feedback everyone, please keep it coming.

In the morning we will start sorting things out.

Just a reminder, please make sure you have your drivers up to date and that you are not installing a 64bit version on a 32bit operating system Also, don't be afraid to try a re-install.

Thanks again. We will keep monitoring this thread.

Cheers,
Marco
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11/01/2012 04:50:42

65Radius
65Radius
Posts: 61
After uploading the update, I brought up a set from a current project. When I tried to save it, I couldn't, and received this message:
"It is with some regret that I must inform you of an unexpected error: Not enough info on the database"
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11/01/2012 06:20:34

mystoMuvizu mogulExperimental user
mysto
Posts: 471
I'm finding that I don't have the control over character actions that I had with earlier releases.

In earlier versions of Muvizu I was able to combine different actions to come up with entirely new actions. In the newest version its very difficult. Let me try to explain...

In previous versions of Muvizu when I wanted to record a certain action I would hit record, select the action I wanted, and then immediately hit the space bar to stop. I would then hit record, select a different action, and then immediately hit the space bar again to stop again. I would then move the second action bar that I selected around on the timeline so that it sort of "intersected" with the first one. The combination of these actions created a whole new "action" in the final animation.

In the new release of Muvizu when I hit record and then hit the space bar instead of stopping the recording it just repeats the same action over and over. I have to move the cursor to the stop button to end the recording process. This really screws up the timing of what I'm trying to do.

In the older releases of Muvizu hitting the space bar would stop the recording process, in the newest version it doesn't seem to do this. It just keeps repeating the action. I hope I'm making sense here.

Also, I REALLY miss the ruler marks on the timeline. In older versions those little marks really helped with placing timing marks. The newer version is a bit "hit and miss" for me.

Please forgive me if my explanation isn't very clear. I'm trying to say it in the best way I know how. I'm not complaining mind you, just giving my humble opinion.
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11/01/2012 08:19:19

alakyr
alakyr
Posts: 21



i don't see the link for the 0.19b O_O
edited by alakyr on 11/01/2012
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11/01/2012 08:53:27

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Alakyr - The download buttons for the latest release (1.09) are at the top of the screen.
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11/01/2012 09:51:23

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
65Radius wrote:
After uploading the update, I brought up a set from a current project. When I tried to save it, I couldn't, and received this message:
"It is with some regret that I must inform you of an unexpected error: Not enough info on the database"



I experienced this one too. the strange thing is it was with a very simple set which included only one character, a couple of rain effects and two lights. One of them was a directional and the other just the normal light bulb

weird
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11/01/2012 10:20:41

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Sounds like there are a few niggles and glitches here and there but what about the good stuff?

I for one am overjoyed that we now have multi audio tracks to play with (what a difference that will make!)
and the character effects! didn't see that one coming!

Yes, there are obviously plenty of great things still to be included in our box of tricks but look at what we have already and cast your minds back to over a year ago to a time when Muvizu had still to find the ability to animate objects and cameras!

Still my favourite toy by far

keep up the good work folks and ...by the way... Where's my bloody dragon?



Cheers
D
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11/01/2012 10:28:53

alakyr
alakyr
Posts: 21
ukBerty wrote:
Alakyr - The download buttons for the latest release (1.09) are at the top of the screen.

lol i'm blinded today! sorry =P
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11/01/2012 11:56:05

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
ukBerty wrote:
Thanks for the new version - always good to get new stuff.

I do have a major issue with it though -


I switch from lit to unlit mode all the time as my sets are fairly complex and most work has to be done in unlit mode to keep the speed up. Now when you switch to lit mode it comes up with the "compiling shaders" message - presumably this is for the toon shading. This compiling takes 20-40 seconds on most of my sets which is going to be fairly unusable.


Would it be possible to get rid of this as surely it only needs to recompile the shaders if I have changed to or from toon shading.


Berty
edited by ukBerty on 10/01/2012


You're right Berty, this is for the toon shaders and should only happen if switching from toon-shading mode to unlit mode or vice versa. We were not aware of this issue so thanks for pointing it out.
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11/01/2012 12:28:40

mcmillan-raExperimental userMuvizu staff
mcmillan-ra
Posts: 164
Hi Guys,

If someone has a set that's giving this "Not enough info on the database" error and you don't mind could you send it to us?

Dylly, what graphics card do you have? It's worked on what we have here, but that obviously doesn't really mean anything.

Keep the feedback coming, it's all good. (Sort of.)
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11/01/2012 12:36:23

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
mysto wrote:
IPlease forgive me if my explanation isn't very clear. I'm trying to say it in the best way I know how. I'm not complaining mind you, just giving my humble opinion.


It's clear. This began with the last update where whatever the last button you hit remains the focus of the space bar. It's a frustration I thought would be sorted out with this release because I detest using the mouse if it can be at all avoided. Evidently not. I too had really, really hoped for the ruler marks to return to the timeline.

One workaround is to just hit the two different actions very quickly in succession and then use the mouse (shudder) to stop right away or hit Idle right after the two actions. It then records them as just small little blocks which you can move around as described. Granted, it's not a solution to the actual problem but can at least ease the symptom.
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11/01/2012 12:50:17

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Amazing how everyone uses Muvizu differently!. I never touch the spacebar at all!
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11/01/2012 14:34:55

westport
westport
Posts: 2
Hi mysto,

I believe there is a workaround that will allow you to use the spacebar to stop recording by using the numpad to select animations.

When you have prepared the animations that you wish to use, press record on the timeline recorder then start animating your character with the 1 to 9 keys on the numpad. Then when you press the spacebar, recording will stop as the focus will have remained on that button!

I find using the numpad is much easier than the mouse as it allows me to keep my eyes on what the characters are doing whereas the mouse takes my eyes towards the cursor.

Hope this helps
M.
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11/01/2012 15:15:50

Marco_D
Marco_D
Posts: 582
jonbez wrote:
A few things I found.

Seems import texture reconverts to a lowres version.I tryed adding a texture to a background wall. The original texture size was 1024x512 and it converted it to 512x256 by the looks of it. Is way to pixelated to use.


I tryed loading my set that was made in the previous version before v0.19b. It worked but it moved at a majorly slow frame rate. I delete all lights and 90% of statics just leaving the barebones of the room and it remain the same slow frame rate. To fix I had to copy the statics and then create a new set and paste in and rearange. This fixed the frame issue and it became fast again but now I couldn't press the record button to record any events.


Hello Jon,

After performing a few tests on this issue, I've found a workaround.
When I import a texture indeed becomes low-res. Saving the set, loading an empty set and then re-loading the original set, makes the texture to revert back to it's original resolution.
I'm wondering if this works for you too.

Can you please send us your set and the texture to bugs@muvizu.com so we can run some tests?
Thanks in advance.

Cheers,
Marco
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11/01/2012 15:19:57

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Here are the specs of my machine
ProcessorIntel Core i3-350MProcessor clock speed2.26GHzMemory3.00GBMemory slots2Memory slots free0Maximum memory4GB


Viewable size15.6 inNative resolution1,366x768Graphics ProcessorIntel HD GraphicsGraphics/video portsVGA, HDMIGraphics Memory64MB
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11/01/2012 15:30:01

jamesriley
jamesriley
Posts: 69
65Radius wrote:
After uploading the update, I brought up a set from a current project. When I tried to save it, I couldn't, and received this message:
"It is with some regret that I must inform you of an unexpected error: Not enough info on the database"


Hi 65Radius,

Thanks for bringing this to our attention. We have taken note and will work to get this fixed. In the meantime, could you please send your set files to bugs@muvizu.com

This would help us in finding what the root of the problem is.

Thanks in advance.
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11/01/2012 15:46:33

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
ukBerty wrote:
Imported objects which use ID_Textures revert to being pink in saved sets from 1.08. What's worse is that the colours are still there when you edit the object but they are not applied to the object. You can re-import them fine. Textured imported objects seem OK, although I have some transparency issues on some which I cannot reproduce.


Hi Berty, This is a problem. It will happen if you save the set in version 0.19b and re-open it in 0.19b as well. The root of it seems to be Ambient occulsion on a object that has textures per face, at least in my tests this is how I reproduced it. I took the object from the gallery here http://muvizu.com/3D/18519/Witches-Broom and imported it in to 0.18b and 0.19b using the 3 combinations of options (one with no id map, no ambient occulsion, one with an id map only and one with ambient occulsion only) I then saved the set in both versions and re-opened it in version 0.19b - none of the models were affected by the coloured overlay problem. When I went to one of my own models made in Google Sketchup and exported with ambient occulsion and "toto.bmp" (which is a plain solid green bmp file) and repeated the above steps I found that the model imported with ambient occulsion had a green overlay colour to it however, the one without ambient occulsion looked normal. I think the issue is that the toto.bmp file is being applied to the whole model, somehow, and whatever colour that bmp file is, is then applied to the model.

For me, I couldn't get it to happen with just an ID texture.

If you could send the object you tested this on to us at bugs@muvizu.com I can hopefully confirm if the same situation has happened for you - or find a new bug!

If it is the same issue then opening the toto.bmp file and change it to be a solid white bmp file should mean a white colour overlay is applied (in other words you won't notice if it's there or not)

--
Direct, don't animate!
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11/01/2012 15:57:25

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
ukBerty wrote:
Sets saved in 1.09 are not backwardly compatible with 1.08. This would not be a real issue unless you want to re-use sets with imported objects - do not save these in 1.09 !


Hi Berty,

This is the way Muvizu has always been, we've never supported backwards compatibility as we're always adding new things to Muvizu (for example character effects in 0.19b) that are not available in previous versions.

Hope that helps.

--
Direct, don't animate!
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11/01/2012 15:58:51

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
ukBerty wrote:
Also, the "Make Video" view is now a lot slower. I probably get 1 out of 5 frames that I used to in 1.08. I use this all the time to view what I am doing in a larger window. Interestingly moving the time marker manually produces a much smoother output than pressing play, which is weird.



Hi again Berty,

This is a weird one. Could you send us the set file this happens with and we'll look into it further. Cheers.

--
Direct, don't animate!
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11/01/2012 16:02:01

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
adam_knox wrote:
I had created 6 Abstract rectangles, scaled them to full-size, put a brick texture on them, grouped them to move and now its suspended in mid-air after moving it (none of them have the property to float). We made need to make some cautionary tape, because I'm just waiting for this thing to fall on some poor innocent Muvizu character! =P

*Note this is taking place in my mega-set



hi Adam_knox - this is a bug we're aware of but due to the complexity of the grouping system we've not been able to fix it yet. The work around is to ungroup and wiggle each object a little to get it to fall down, or simple move the objects down to the height you want them at while they are still grouped.

--
Direct, don't animate!
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11/01/2012 16:07:14

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
jonbez wrote:
I tryed loading my set that was made in the previous version before v0.19b. It worked but it moved at a majorly slow frame rate. I delete all lights and 90% of statics just leaving the barebones of the room and it remain the same slow frame rate. To fix I had to copy the statics and then create a new set and paste in and rearange. This fixed the frame issue and it became fast again but now I couldn't press the record button to record any events.



hi John,

Can you send us the set file? We'll try to work out what has caused the slower performance with it. I think your second issue is one of the known bugs with the UI - sometimes it freezes up a bit. I think if you save your work and restart Muvizu the record button should work again. CTRL-Space should also work if the timeline recorded is frozen. There is a work around that is a little hit and miss as well. If you close the direct mode (whatever feature you are trying to record for) and go to the timeline and directly back to the direct mode you want to use it should unfreeze the timeline recorder there but, as I said, this is a bit hit and miss and might take a few attempts. Your probably better saving your work and restarting Muvizu.

--
Direct, don't animate!
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11/01/2012 16:10:34

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
adam_knox wrote:
Thanks for the heads up Berty! I got the same default pink texture on objects I imported.



Hi adam_knox and Berty - the pink object issue might have been present in the 0.18 release as well as this post shows http://muvizu.com/forum/topic1306-ambient-occlusion-and-uv-maps.aspx?p=f#post7111 although it maybe a new issue that's crept in. Could you send your set files and ASE objects to bugs@muvizu.com and we'll find out more from that. Cheers.

--
Direct, don't animate!
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11/01/2012 16:33:12

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
Jamie wrote:
jonbez wrote:
I tryed loading my set that was made in the previous version before v0.19b. It worked but it moved at a majorly slow frame rate. I delete all lights and 90% of statics just leaving the barebones of the room and it remain the same slow frame rate. To fix I had to copy the statics and then create a new set and paste in and rearange. This fixed the frame issue and it became fast again but now I couldn't press the record button to record any events.



hi John,

Can you send us the set file? We'll try to work out what has caused the slower performance with it. I think your second issue is one of the known bugs with the UI - sometimes it freezes up a bit. I think if you save your work and restart Muvizu the record button should work again. CTRL-Space should also work if the timeline recorded is frozen. There is a work around that is a little hit and miss as well. If you close the direct mode (whatever feature you are trying to record for) and go to the timeline and directly back to the direct mode you want to use it should unfreeze the timeline recorder there but, as I said, this is a bit hit and miss and might take a few attempts. Your probably better saving your work and restarting Muvizu.


Hi jamie

I reverted back to the previous version for the time being just till I've got this video finished. Unfortunately I overwritten the file I was working on in the new version.
I can still send u the original set file that I tryed to import if thats of any help.
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11/01/2012 16:51:18

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
jonbez wrote:
Hi jamie

I reverted back to the previous version for the time being just till I've got this video finished. Unfortunately I overwritten the file I was working on in the new version.
I can still send u the original set file that I tryed to import if thats of any help.



Yeah, if you send it to us John I'll take a look and see I can figure anything out with it. Good luck with the new video!

--
Direct, don't animate!
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11/01/2012 16:53:28

jamesriley
jamesriley
Posts: 69
Hello Everyone,

Mysto made a great point about the little marker lines that where present on the timeline in the older versions of Muvizu (the ones that made it look like a ruler). The developers have spoken.

Unfortunately they were taken out without intention as part of the user interface overhaul. Thanks for bringing this to our attention. I have been informed that they will be back in a future version of Muvizu as this is something they are working on.
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11/01/2012 17:08:01

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
Jamie wrote:
jonbez wrote:
Hi jamie

I reverted back to the previous version for the time being just till I've got this video finished. Unfortunately I overwritten the file I was working on in the new version.
I can still send u the original set file that I tryed to import if thats of any help.



Yeah, if you send it to us John I'll take a look and see I can figure anything out with it. Good luck with the new video!


Jamie, Heres the set file I tryed to open in the new version and it was super slow even if I delete all the lights n that. In the previous version it runs absolutely fine. http://dl.dropbox.com/u/8895693/DarkNinja_ep2_Part02_t2.set
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11/01/2012 17:08:01

mcmillan-raExperimental userMuvizu staff
mcmillan-ra
Posts: 164
Jamie wrote:
This is the way Muvizu has always been, we've never supported backwards compatibility as we're always adding new things to Muvizu (for example character effects in 0.19b) that are not available in previous versions.

Just thought I'd chip in on this, just because the phrase backwards compatible means different things to different people.


Any new version of Muvizu (say 0.19b) should load any old sets. However, older versions of Muvizu (say 0.18b) will not be able to load files saved with newer ones (say 0.19b). This is because, as Jamie says, there are new features that the older version will not know how to load.


I would probably phrase it as we are backward compatible, but not forwards compatible. So ends the message from the pedantic society.
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11/01/2012 17:32:28

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Jamie, Re Backwards compatible - it's no big deal - I don't really expect 1.09 sets to be able to be loaded into 1.08, I was just warning people not to save their older sets in 1.09 as we have a conversion issue. I will send you my example .set to bugs@muvizu.com
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11/01/2012 18:16:16

mystoMuvizu mogulExperimental user
mysto
Posts: 471
jamesriley wrote:
Hello Everyone,

Mysto made a great point about the little marker lines that where present on the timeline in the older versions of Muvizu (the ones that made it look like a ruler). The developers have spoken.

Unfortunately they were taken out without intention as part of the user interface overhaul. Thanks for bringing this to our attention. I have been informed that they will be back in a future version of Muvizu as this is something they are working on.


That's great news jamesriley! Now, what about that dragon for Dreeko?
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11/01/2012 19:30:04

mystoMuvizu mogulExperimental user
mysto
Posts: 471
westport wrote:
Hi mysto,

I believe there is a workaround that will allow you to use the spacebar to stop recording by using the numpad to select animations.

When you have prepared the animations that you wish to use, press record on the timeline recorder then start animating your character with the 1 to 9 keys on the numpad. Then when you press the spacebar, recording will stop as the focus will have remained on that button!

I find using the numpad is much easier than the mouse as it allows me to keep my eyes on what the characters are doing whereas the mouse takes my eyes towards the cursor.

Hope this helps
M.


I tried this technique a few minutes ago and it does indeed work quite well! It gives me the ability to create the actions in small blocks that can be "mixed and matched" into entirely new actions like I was doing before. And being able to keep my eyes on the characters instead of the cursor is really nice too!

I really appreciate this tip westport. Thank you so much!
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11/01/2012 20:15:06

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Jamie wrote:
jonbez wrote:
I tryed loading my set that was made in the previous version before v0.19b. It worked but it moved at a majorly slow frame rate. I delete all lights and 90% of statics just leaving the barebones of the room and it remain the same slow frame rate. To fix I had to copy the statics and then create a new set and paste in and rearange. This fixed the frame issue and it became fast again but now I couldn't press the record button to record any events.



hi John,

Can you send us the set file? We'll try to work out what has caused the slower performance with it. I think your second issue is one of the known bugs with the UI - sometimes it freezes up a bit. I think if you save your work and restart Muvizu the record button should work again. CTRL-Space should also work if the timeline recorded is frozen. There is a work around that is a little hit and miss as well. If you close the direct mode (whatever feature you are trying to record for) and go to the timeline and directly back to the direct mode you want to use it should unfreeze the timeline recorder there .


Can I just add that I always move the timeline marker a bit as well, as this seems to help unfreeze the Direct mode.

I'd also like to add that I have nothing to add yet (?!) as I am not installing this version until I've finished my current vid - I really don't want any problems with a new set (you'll see why). Actually can't wait to try the new version, problems and all - it's all part of the experience
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12/01/2012 10:36:05

jamesriley
jamesriley
Posts: 69
mysto wrote:
That's great news jamesriley! Now, what about that dragon for Dreeko?


When the central heating is fixed he shall be released. In the meantime he's using his fire breath to keep us all warm.
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12/01/2012 13:09:33

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
I downloaded the new version and think the new character effects are simply awesome. And lo and behold, right clicking the character to edit his/her properties doesn't have a big swoop! Giant thanks for that. You can even move the character around while still editing the properties. This is magnificent.

I like the new actions, one of which is called "Eye Blast" or something like that. I must be missing its use since none of the new effects involve eye lasers. There is fire breathing though, so that's a step toward Dreeko's dream.

Also, I pulled up an old set with dialog, characters, lights, imported objects, the works. Muvizu threw me four errors saying that it wouldn't be able to load the object's properties correctly, and the set has four imported objects so I'm guessing that's why. However, the set loaded just fine and played correctly, if not just a bit "jumpy."

And the zoom feature on the timeline works again! WOOHOO!

Overall a very good release, just seems a bit buggy still.
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12/01/2012 22:17:58

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
Possible fix Tip for people who may come across this error message when tring to save there set.

(There was an error saving the scene. unknown error)

If you happen to have a bomb from the science props in the scenes try deleting it and it should save ok.
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15/01/2012 17:17:13

ghrenig
ghrenig
Posts: 39
Is there any alternative to downloading.Muvizu
eg a DVD with all the tutorials
.
I could send you a usb stick with some money for the postage.

At the present moment it is going to take 17 hours to download the latest release, chance of corruption high. I live in the middle of nowhere in West Wales. I suppose I could go and sit in the pub for several hours as they have a faster download but that is 14 miles away and I do not think I can convince the wife that I am working in the pub for the half the day. I work from home. I do all my shopping from home and the majority of all my goods are delivered by the postman.

I would be quite happy to pay for a copy.

I know that it is a pain to press x number of DVD's but in this day and age you would think that there was a way that you could select a list of files and have them published then and there and dispatched by post. If anyone knows of a service then I would be very interested.
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15/01/2012 19:58:30

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
ghrenig wrote:
At the present moment it is going to take 17 hours to download the latest release, chance of corruption high



Ghrenig -

I would install a download manager which may get you round the corruption. I use "Free Download Manager" from http://www.freedownloadmanager.org/download.htm

This should allow you to resume a download and it will piece the file together.

Tell it to download from http://www.muvizu.com/Download/MuvizuSetupDXDotNet_2012.01.10.01R_x64.exe if it doesn't kick in when you try and download from the link on the website.

Cheers

Berty
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16/01/2012 08:21:45

pyrrho
pyrrho
Posts: 123
ghrenig wrote:
Is there any alternative to downloading Muvizu,
eg a DVD with all the tutorials?


Not officially, no, but if you send me your address in a message, I'll post it to you on a disc or a stick. No need to send any cash, we don't mind doing the odd favour here and there. Besides: Nid yw Muvizu ar werth!

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16/01/2012 10:40:16

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
jonbez wrote:
Possible fix Tip for people who may come across this error message when tring to save there set.

(There was an error saving the scene. unknown error)

If you happen to have a bomb from the science props in the scenes try deleting it and it should save ok.



I'm not able to reproduce that John. What version are you using? 32 or 64bit? Did you change anything on the object before saving or do anything else with it such as direct object movement or object properties?

--
Direct, don't animate!
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16/01/2012 15:58:56

mcmillan-raExperimental userMuvizu staff
mcmillan-ra
Posts: 164
Regards the problem saving sets that gives the error "It is with some regret that I must inform you of an unexpected error: Not enough info on the database". We've created a little patch that should sort this out for you.

It can be found here, it will update a couple of config files that were installed with the app.
We're still looking into a the other problems. As mentioned in the news article, we're hoping to get the DirectX 11 version out soon. At the point we do, we'll try to address as many of the problems being seen here as possible.
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16/01/2012 18:16:04

jonbezMuvizu mogulExperimental user
jonbez
Posts: 201
Jamie wrote:
jonbez wrote:
Possible fix Tip for people who may come across this error message when tring to save there set.

(There was an error saving the scene. unknown error)

If you happen to have a bomb from the science props in the scenes try deleting it and it should save ok.



I'm not able to reproduce that John. What version are you using? 32 or 64bit? Did you change anything on the object before saving or do anything else with it such as direct object movement or object properties?


Sorry Jamie for late reply.

I was using the previous version when that happend, Sorry for the mix up. I just tryed the latest build and the set saves fine now with the bomb in the scene. I guess whatever the problem was. its fix now.
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17/01/2012 09:51:10

JamieMuvizu staff
Jamie
(Account inactive)
Posts: 609
jonbez wrote:
Sorry Jamie for late reply.

I was using the previous version when that happend, Sorry for the mix up. I just tryed the latest build and the set saves fine now with the bomb in the scene. I guess whatever the problem was. its fix now.



I was scratching my head a bit as to why I couldn't make it happen here. Glad it's working for you now!

--
Direct, don't animate!
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17/01/2012 15:06:43

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
CrazyDave wrote:
ukBerty wrote:
Thanks for the new version - always good to get new stuff.

I do have a major issue with it though -


I switch from lit to unlit mode all the time as my sets are fairly complex and most work has to be done in unlit mode to keep the speed up. Now when you switch to lit mode it comes up with the "compiling shaders" message - presumably this is for the toon shading. This compiling takes 20-40 seconds on most of my sets which is going to be fairly unusable.


Would it be possible to get rid of this as surely it only needs to recompile the shaders if I have changed to or from toon shading.


Berty
edited by ukBerty on 10/01/2012


You're right Berty, this is for the toon shaders and should only happen if switching from toon-shading mode to unlit mode or vice versa. We were not aware of this issue so thanks for pointing it out.


... and in fact I now have a way to switch to/from unlit mode from toon-shading without re-compiling. I hope to get it in the forthcoming release.
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17/01/2012 19:10:28

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Great news Dave on the compiling front!
Top man!
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19/01/2012 17:51:43

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
RockosFP wrote:
A minor bug is that the game freezes randomly on my end. Anyone else encounter random freezes?


Are the lock ups at any point in particular. Does it lock the whole machine or just Muvizu ?
I sometimes get complete lock ups in "Make Movie", particularly when watching BBC iPlayer on another screen!
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19/01/2012 17:57:33

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
RockosFP wrote:
Damn this place has changed a lot. Muvizu runs better for me then before. I noticed improvement in FPS while I used it. Was it optimized? Other then that, everything is perfect. A minor bug is that the game freezes randomly on my end. Anyone else encounter random freezes?



If running on a well-configured up-to-date machine, I don't think Muvizu will regularly crash or lock up. Very occasionally perhaps but it seems to be relatively stable software at the moment (as far as I'm aware anyway).

Perhaps you could try my advice here:

http://www.muvizu.com/Forum/topic1159-avoiding-random-crashes.aspx

The specific versions mentioned will be out of date now but it's possible that your machine just needs a bit of an update here and there...

The only other possibility is that Muvizu is somehow unhappy with your hardware configuration, so let us know if software updates don't fix this (you could also try uninstalling and re-installing Muvizu).
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19/01/2012 18:43:40

mystoMuvizu mogulExperimental user
mysto
Posts: 471
Just to chime in here, I've found that the less I have running in the background (browsers, other software, etc.) the better Muvizu likes to run.

I like to be able to "multi-task" but Muvizu seems to get a bit "grumpy" when I do that too much. For me, the less I have running while using Muvizu the better it seems to behave.
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20/01/2012 03:55:58

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Just spotted a weird happening with the 64 bit version. If I load a new prop when I have a character in the scene, upon loading the prop the character floats into the air to meet the prop on its way down. Nothing else untoward happens just that the character does a spot of levitation and gets out of position.
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20/01/2012 07:46:43

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
Dylly wrote:
Just spotted a weird happening with the 64 bit version. If I load a new prop when I have a character in the scene, upon loading the prop the character floats into the air to meet the prop on its way down. Nothing else untoward happens just that the character does a spot of levitation and gets out of position.


Is it an imported prop or a Muvizu one?
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20/01/2012 11:31:27

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Hi Dreeko,

It was an imported prop... I'm now trying to duplicate what happened to see if it will do it again!

Tim
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20/01/2012 13:48:39

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1258
I was just wondering if the character was standing on a small piece of collision external to the main prop. Perhaps a part of the object which may have not been deleted properly? ...Just a thought
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20/01/2012 14:14:53

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
Dylly wrote:
Just spotted a weird happening with the 64 bit version. If I load a new prop when I have a character in the scene, upon loading the prop the character floats into the air to meet the prop on its way down. Nothing else untoward happens just that the character does a spot of levitation and gets out of position.



If the prop is "standable" then this sounds like expected behaviour. Standable props do not lie on top of characters (because the characters do not have physics), and we can't leave it with the character in the middle of the object, so the character "pops up" on top of the prop as the bottom of the prop collides with the character's head.

When the object is moved or made "non-standable" the character should pop back down. Is this consistent with what you are seeing?
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23/01/2012 02:24:24

65Radius
65Radius
Posts: 61
When using toon shaders, some of the 3d assets imported into the set go very dark, and do not change colour with lights or using the colour command. Some examples of this are the medieval walls and towers, and Dylly's fantasy cottage. Is this a feature, or is there a work around?
My current settings are:
Shadow mode = simple
Shadow intensity = 1.24
Toon shading:
Shading sharpness = 0.86
Shade intensity = 0.33
Brightness = 0.36
Draw outline: Yes
Outline width = 0.50

Thanks
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23/01/2012 10:38:40

chucklesExperimental user
chuckles
Posts: 126
Hi
The models of monitors, will NOT stand upright! or float in air in an upright state. They lean at about a 70 degree angle.
Paul
permalink
23/01/2012 12:14:54

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
65Radius wrote:
When using toon shaders, some of the 3d assets imported into the set go very dark, and do not change colour with lights or using the colour command. Some examples of this are the medieval walls and towers, and Dylly's fantasy cottage. Is this a feature, or is there a work around?
My current settings are:
Shadow mode = simple
Shadow intensity = 1.24
Toon shading:
Shading sharpness = 0.86
Shade intensity = 0.33
Brightness = 0.36
Draw outline: Yes
Outline width = 0.50

Thanks


Good catch, we missed this. The fix will be in the next release but here's a version of MuvizuGeneral.upk that you can use to replace the one in Program Files\Muvizu\MuvizuGame\Content\Packages and you will have toon shading on imported objects.

http://upload.yomego.com/files.php?file=f81a9807bfab2257e940ef4fe94d55950a484a79

Cheers, Dave
edited by CrazyDave on 23/01/2012
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23/01/2012 12:23:41

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
chuckles wrote:
Hi
The models of monitors, will NOT stand upright! or float in air in an upright state. They lean at about a 70 degree angle.
Paul



Which monitor do you mean? I can find two monitor objects: one with a red border and green button that has no stand and another black monitor with a stand.

Both seem to be functioning correctly and staying bolt upright. Could I be missing something here?
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23/01/2012 13:11:44

65Radius
65Radius
Posts: 61
CrazyDave
Thanks [/quote
wrote:


Good catch, we missed this. The fix will be in the next release but here's a version of MuvizuGeneral.upk that you can use to replace the one in Program Files\Muvizu\MuvizuGame\Content\Packages and you will have toon shading on imported objects.

http://upload.yomego.com/files.php?file=f81a9807bfab2257e940ef4fe94d55950a484a79

Cheers, Dave
edited by CrazyDave on 23/01/2012


That works a treat! Thanks for that quick response!
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23/01/2012 15:05:14

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
65Radius wrote:


That works a treat! Thanks for that quick response!



Liberally apply mustard and he goes like the clappers don't he!
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28/01/2012 05:18:59

65Radius
65Radius
Posts: 61
Love hearts effect ( fat man)
It appears that the “love hearts” animated effect is not being saved with the set. Upon re-loading the set, the effect is no longer present on the timeline display, and the character property is back to “Do not animate”. Confused
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03/02/2012 21:36:35

ziggy72Muvizu mogulExperimental user
ziggy72
Posts: 1988
Finally installed this version, and it's pretty good - the muliple audio tracks and character effects will be very handy (although I fear the Vomit and Fart effects may get overused by some Muvizuers - you know who you are! )

So far so good, so I loaded up a set, it runs real slow, but it runs, and then I turn off the lights, then on again. It tells me it's compiling shaders...for over 10 minutes. I thought well, okay, the first time it does it, it might take a while so I turned off the lights and then back on again and guess what? It's still compiling again as I type this, and will still be doing it long after I've finished. I think, unless you have a fix for this, I'll just be going back to version .18 for now. Well, once it stops compiling anyway. Sigh. It was all going so well too - even the timeline zoom's fixed.
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04/02/2012 07:57:53

ukBertyMuvizu mogulExperimental user
ukBerty
Posts: 976
Ziggy - you're not alone. I had to revert to 0.18b for the same reason. I have been told it is fixed in the next release though, so we'll just have to be patient.
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09/02/2012 11:51:59

DyllyMuvizu mogulExperimental user
Dylly
Posts: 555
Weird Glitch...

If you make a character sit down and then activate 'dodge' in the fight actions....the hair and facial features all scrunch up...or remain where they are...or do something weird....like this

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10/04/2012 16:44:40

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
I know I'm a bit late on this thread as it's two months since the last reply, but I've been using the new version a lot lately with somewhat mixed results. I also made sure to read through for a possible answer before asking.

I'm not sure why all this "teleport" business got thrown into the mix. Used to be I'd do one pass with all of my character actions in a row and then move them around on the timeline to where I wanted them for better control. Then I'd add any movement the same way: all in one shot them position it where I want it. More precise control, and it's markedly faster than having to do everything in a linear fashion, a process requiring mulitple starts and stops of playback and recording.

Now there's all this actions turning green and red and teleport this and that. Several times I'll go to reposition a character's movement bar and he just vanishes completely. Even with no actions at all, he's just gone. Not deleted, the bounding box with his name is still there and I can "Move to" him in the Scene Window, he's just invisible.

Why is this happening? I'm sure the answer to that is something related to coding that I won't understand anyway, but it's really infuriating to have to keep closing and reopening a set, not to mention force a workflow that is somewhat slow and clumsy.
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10/04/2012 17:07:21

CrazyDaveMuvizu staff
CrazyDave
Posts: 118
Danimal wrote:

I'm not sure why all this "teleport" business got thrown into the mix. Used to be I'd do one pass with all of my character actions in a row and then move them around on the timeline to where I wanted them for better control. Then I'd add any movement the same way: all in one shot them position it where I want it. More precise control, and it's markedly faster than having to do everything in a linear fashion, a process requiring mulitple starts and stops of playback and recording.


Good point, and no one has really pointed out this problem before. I'll have a look and make sure that this workflow is preserved in the forthcoming release. It's certainly possible (and desirable) that this method of recording still works with the teleport system. In fact the teleport system does add some serious advantages in other areas (specifically that action animations are now allowed to move "off the spot" e.g. a moonwalk that doesn't return to the start position).

What is necessary is that when recording movement over the top of actions, the actions' recorded locations are modified so that the path is continuous. I was under the impression that it currently worked like this but maybe it was broken in the last build: I'll have a look.

Danimal wrote:

Now there's all this actions turning green and red and teleport this and that. Several times I'll go to reposition a character's movement bar and he just vanishes completely. Even with no actions at all, he's just gone. Not deleted, the bounding box with his name is still there and I can "Move to" him in the Scene Window, he's just invisible.


I believe this bug was fixed recently internally and will not happen in the next release.
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10/04/2012 17:34:08

DanimalMuvizu mogulExperimental user
Danimal
Posts: 477
CrazyDave wrote:
(specifically that action animations are now allowed to move "off the spot" e.g. a moonwalk that doesn't return to the start position).


I hadn't thought of that. It does have its advantages, yes. But remember, it's all about ME laugh

CrazyDave wrote:
I believe this bug was fixed recently internally and will not happen in the next release.


Very excellent news, thanks!
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