urbanlamb - all messages by user

2013/10/25 21:32:02
terminator 2,5 roman197742 wrote:
I write through a translator, sorry for the mistakes!

Muvizu program set for my daughter. I have been working in other professional programs!
1) Why can not import a model from the program in the program sketchap Muvizu? This is not possible in the licensed version?

You can import from sketchup to muvizu in both versions however you need to convert to a readable format in the free version its ASE format and in the paid version its ASE and FBX format.
2013/10/25 21:08:56
Blender Conference - UI discussion He asked the world actually he posted to cg forums made of 3dsmax users, zbrush users, casual everything users and not on blender forums. and he asked the right question "why wont you use blender" and got the answer he expected "we dont like the interface" (of course blender users found the thread and threatened to have him offed) at the end of the day he spoke sense its now up to the devs of the community to swallow it. We shall see what they do. They want more donations and to have jobs as well myself i am probably one of the more flexible people in the world but there are not a lot like that around people get used to their toys and dont want it changed. Anyhow I am pretty sure they will move forward with some sort of UI change. They have no choice the screen work area has gotten smaller and smaller over the years yet for anyone who has spent anytime using it and learning it (inspite of the interface) they realize that its actually better at a lot of things then their 3k counterpart is.

He isn't asking though he is presenting to the core developer team and some very hardcore users and supporters who basically pay for its development. He has presented his findings in a very good way now the company (which is pretty much the people in that room) have to decide whether they want to listen. They probably will but UI discussions have plagued blender for a very long time. I tend to switch among things very easily and its very hard to get me to run away from something so i dont care either way but I can recognize their need for change. Its up to that room of people to decide and so that is why he was there lol.

and he was very honest about it as well. I am confident that these intelligent people will make the right choice its time they did they can't go much farther. What he is saying though is to set up an unbiased team of people and not listen to any users input they should design something from the ground up that will serve all users not just new users or old users. He is right

Now lets see if they will listen. Usually these conversations happen behind the scenes where no one can see it. I bet muvizu has had a few of them too we just dont get to see the youtube videos of it all lol.

Just remember though opensourced initiatives always move slower then their commercial counterparts and really blender stagnated for many years as people ignored it. Any money going into blender is as a result of someone wanting it to do something specific that is how opensourced software works. That will never change and I dont want it to change we need stuff like this in the world as this is where all the wierd experiments often take place :/

edited by urbanlamb on 25/10/2013
2013/10/25 20:16:34
Dog Character's Teeth ziggy72 wrote:
In Play+ you could have a head attachment moved down into the mouth area with pointy teeth, but the character couldn't talk or move their mouth without giving the game away. We need canines for all, Muvizu HQ! Can't have vampires, werewolves or Dara O'Briain without them, after all

yeah that is something they should add sets of different teeth to interchange for the skeleton i dont know how good a job we can do with the attachement system
2013/10/25 20:11:04
Blender Conference - UI discussion This is an opensourced community therefore its run like a democracy however his arguments and research is sound. He is proposing a system in between the users and the company to do usability studies to an opensourced community. Where everyone votes and stuff so yes its going to be like this.

He is presenting his case to a pile of geeks and developers. I personally think he did a good job and in a very hard situation. The lead developer at the end got rather emotional but at the end of the day he is doing exactly what devs do lol. Then another user got all emotional because he felt dumbing down the ui was not right either. In the end they need to find a middle ground. A Ui that doesn't scare away new users but wont hide everything from regular users.

Muvizu suffers from a couple of issues and could stand to listen to his presentation too
1) its deciding things for seasoned users causing frustration when the software makes up our mind for us
2) it hides things and shuts things off from the new users causing questions of "it just disappeared"

I thought it was a very good presentation. Its also human nature not to fix something that a pile of users are used to because you dont want to make them angry. I was quite amused by the head dev however and his comments about the irc chatroom and other stuff. I personally wont go near chat rooms lol I hate message boards but have made my peace with them but only the ones that are light coloured I can't stand dark forums lol.

Anyhow i enjoyed his speech and the fact that he stood up to a bunch of hard core blender users where its human nature to not want to change something your used to lol. People hate change.
edited by urbanlamb on 25/10/2013
2013/10/25 17:35:47
Blender Conference - UI discussion
2013/10/24 23:04:32
Muvizu Play 1.2 Feedback (also Play+) ziggy72 wrote:

I'd like to second all of that. Also like to echo ukBerty's earlier post about not having the imported objects being single sided by default - needs to be double sided, or at least give us the same import options as per normal imports so we can change it. The more I'm using attached props the more this becomes a problem, it seems, as the objects get more complex.

Yes please dont make double sided a default though this will cause other problems. I never use double sided unless there is an opacity mask involved for something like trees and I build my models to avoid this need

Is there no way you can flip your faces? (this sounds a bit naughty now that I type it like that)
edited by urbanlamb on 24/10/2013
2013/10/23 23:04:20
Muvizu Play 1.2 Feedback (also Play+) yeah dont bang your head on a wall with this one if your curious and want to keep working on something you can use the udk editor to place the collision going back and forth between it and your model but your still going to have issues with pathing etc. If you can work with zero collision for the moment possibly raise all your collision above the level of whatever it is your working with so put it above the model way up high then it should work and you will need to use internal floor planes and cubes etc etc. However when they fix the bug all the work will be useless so depends on how much you want to do something "right now" i guess

The lamp is perty though well its an incredible floating lamp too

edited by urbanlamb on 24/10/2013
2013/10/23 22:49:17
Confusing issue with importing assets Hi there move to the center of the dome and move yourself upwards in the air about 1/3 up or so and it should import its a large asset so you need to have yourself floating in the air to get it to import
2013/10/23 21:49:00
Muvizu Play 1.2 Feedback (also Play+) okay just posting this i have to email this in the file however there is a definate collision bug I just wanted to make sure before i said anything

anyhow here is collision in the UDK environment (the green box)

and here is the same collision in Muvizu the box is displaced downwards -

So dont bang your head on a wall lol anyhow gonna go email this in as well I just thought I would post here so people dont
waste their time on something

oh ignore the orientation in fact my import axis are correct its just my loss of brain cells that i can't figure out which end is up
but if you want to work with the bug in place just move everything up a bit and it should work
edited by urbanlamb on 23/10/2013
2013/10/23 0:12:39
Muvizu Play 1.2 Feedback (also Play+) Dylly wrote:
I broke Muvizu Play+

The new texture features are working wonderfully though. I now have a shiny new gorgeous set, unfortunately my character cannot interact with it.

well its half way there I will start sending in some of my stuff soonish for them to peruse. There is a collision issue I think I just have to try a couple more experiments before I have satisfied my little pea brain that its not my fault

oh there is something that you might not have tried. If there is a material on your collision box I tried deleting that the other day (a bit odd I thought but what the heck I tried) and then the collision was recognized. This is wierd to me because the last time I checked the rules were that you had to have a material on the collision box :/
edited by urbanlamb on 23/10/2013
2013/10/22 23:38:41
FBX UDK editor stuff. just to show what I am speaking of here is a screenshot of what I was speaking of the udk settings to allow import of maps there are limited ways this is part of the fbx import that is left out in any "free" or "freeish" option I have found. To get maps layers onto the material on the ways I mentioned in the initial post are the only way (for the moment)

edited by urbanlamb on 22/10/2013
2013/10/22 22:59:29
FBX UDK editor stuff. primaveranz wrote:
urbanlamb wrote:

I found it to be a nasty piece of software which i wont use ..

Lol! Yes, like all software it requires a certain degree of application but personally I have found it much more intuitive and easier to use than Blender and better at low polygon modelling so - you takes your choice.

Unfortunately I have not found anything "freeish" to add all the maps this is where they make their monies as the UDK applications all of them all assume that your going directly into unreal engine to add the maps the only cheaper alternative to spending 3-5k I have found is the iclone exchange which is why I mentioned it well unless you want to go through the fbx file and write in the names. This is the only workshop type deal that goes both ways so its a great tool. Muvizu pro is working under the assumption you have access to 3dsmax which of course add the map layers because unreal decided to cater to 3dsmax which has a monopoly on this ability. If you read all the unreal infos they refer to max all the time even their unit of measurement is based off of 3dsmax scale. In any event I like my normal maps and opacity maps and spec maps but its possible to turn on the material abilities without using the pipeline its just 'way prettier' if you run it through an application that will allow you to add maps.

I was just trying to find an automated process that would allow this function without manually editing the files in notepad or some such stuffs. Anyhow I satisfied myself last night that in fact (for the moment) there is no way.

There are noises about working to add maps with the fbx abilities in blender but that is a whole other set of buttons and their software has hit a design wall and can't progress further until they fix their UI.

At the end of the day there is an old bag with carpel tunnel syndrome from all the clicking over the years trying to find a way not to click if possible Big Grin
2013/10/22 21:44:53
FBX UDK editor stuff. primaveranz wrote:
mrjoyce wrote:
Thanks, will look into it

Hi Mike, Milkshape 3D will export in FBX format

yes here is the link http://milkshape3d.com/

I found it to be a nasty piece of software which i wont use its actually harder to use visually then blender even which is a stretch. It will do basic exports similar to blender it wont add all the map layers or collision but if you prefer milkshape to blender your free to try. If you have access to blender and know how to export then basically your doing what milkshape does.
edited by urbanlamb on 22/10/2013
2013/10/22 17:56:08
Hello! Steven from Bodalgo.com! I give this an A for effort

anyhow welcome

I am looking forward to your muvizu productions with eagerness
2013/10/22 17:30:52
FBX UDK editor stuff. mrjoyce wrote:
Now for those wanting the easy way out (my prefered way I try to reduce button clicking to a dull roar) the cheapest and most flawless solution I found that had a price tag attached unfortunately its the iclone3D exchange if you use blender and that your good to go as they have in fact installed a very good unreal engine exporter (based off the dev tools of course)

I have an old version of iclone 3D exchange 2. Will this work or do I need a newer version?

I have the pipeline version i dont know if this will work with the pro version you will have to try to export something to find out. 3dexchange is setting itself up to be a work horse for file conversions its a wonderful tool no matter what your engine choice. I am pretty sure you need the pipleline version now its hard to tell from the info if they allow fbx mesh only export with the pro version or not. You will definately need to upgrade your present version from 2 to 5 though
edited by urbanlamb on 22/10/2013
2013/10/21 23:37:09
FBX UDK editor stuff. I thought I would add this. I am avoiding the wiki for the moment but I found this info when digging through the udk forums to decide if someone made some more udk type stuff in relation to blender (I like to avoid multiple softwares if possible)

anyhow i found this list of tutorials on how to use the UDK editor it explains the basics of how materials work anyhow for those looking for "free" this will offer a solution although its rather um convoluted if you can learn to filter out the bits that you dont need to use and just focus and mesh, materials and textures you can do this.


Now for those wanting the easy way out (my prefered way I try to reduce button clicking to a dull roar) the cheapest and most flawless solution I found that had a price tag attached unfortunately its the iclone3D exchange if you use blender and that your good to go as they have in fact installed a very good unreal engine exporter (based off the dev tools of course)

Anyhow this is two ways one with a price tag and one without. Again at the moment nothing i do inside blender allows for direct export of meshes with their accompanying set of maps and I have found no info to say that this is possible yet either. However you can turn on the material options easily inside blender. Its just the accompanyimg maps that get left behind :/

I have found this info on how to manually edit the file for the fbx export to add normal maps in blender

Anyhow for now unless some more work is done on the fbx exporter about the only thing that can be done is the material properties be activated.
edited by urbanlamb on 22/10/2013
2013/10/21 18:05:32
FBX Dylly wrote:
Finally managed to get a model finished. One thing I noticed with Max when making emissive maps is not to use a light map or indeed variations of black or white. Instead i had to use a simplified version of the texture map. So far opacity is still giving me headaches...and I'm totally stumped as to what 'shinies' are? Come on lamb...let me into the secret?

Finally I have lamps that both glow and shine!

shinies is my slang for shiny things

think of the phrase people use "ooo look shiny"

I will see if i can figure how to explain opacity have you got an alpha layer defined on the opaque map? this is usually the main thing you need so say its a window with some bars on it you would define opaque areas as white alpha and the metal bars would be black you also would need to do this on the actual texture using a map it should work fine that way. Buttons one pushes unfortunately changes with software package
edited by urbanlamb on 21/10/2013
2013/10/21 17:53:06
Doctor Who 50th anniversary trailer i feel so old I actually remember whatching the bulk of those doctors. I started watching doctor who when i was a wee kiddy and it was black and white and tv's were like well not something everyone could even afford to have one of now people have a tv in almost every room oh my how times have changed
2013/10/21 17:32:09
FBX yes super cool all these new shinies
2013/10/21 0:51:47
FBX I haven't tried emissive yet been busy playing with the shinies metal stuffs. Its a much better format however less forgiving on integrity of the model but there is a lot more control off everything its something we needed and so I am glad they added it. I might try to make a few lights etc next week or so

anyhow glad your figuring it out
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