urbanlamb - all messages by user

2013/4/13 0:48:05
Muvizu:Play 1.0 timeline discussion As long as the phrase "omg this would be like 20 times faster in blender from scratch to full render" does not pass my lips I am happy and its fine. Whatever they come up with lets hope that phrase is not uttered
2013/4/12 20:20:09
Muvizu:Play 1.0 timeline discussion ziggy72 wrote:


Keepin’ the faith




okay you read my mind with your mockup i tried a rushed one yesterday but.. i am doing the multitask thing. Yes this is a good representation of the interface that was in my brain.

I will add this photo here in case but those sub menus would be somehow linked to the "main timeline" menu .. again i dont see a way to get around this sort of thing it just wont function ziggy's is way neater i did mine in less then 60 seconds.. i move fast when doing 20 things at once


edited by urbanlamb on 12/04/2013
2013/4/12 17:44:17
Muvizu:Play 1.0 timeline discussion Neil wrote:
I dig the separate window for the transport controls (play, stop, etc). Nice one, Woz.

Some time last year, I had them on a status bar that permanently sat at the bottom of the window. It had the usual controls in there, plus a slide for scrubbing backwards and forwards through time. It was great, it made the timeline so much easier to use. But there was a technical problem (isn't there always) and it had to be removed. I think there might be a way to bring it back for only timeline / directing modes.

That's a task for next week though. It's Friday evening. I'm tired, drained and emotional so I'm going home. Please keep the feedback and suggestions coming over the weekend, I'll try to check in occasionally. Seeya Muvizuers. Thumbs Up

PS: I've had some success with only showing animated things in the timeline as per Dreeko's suggestion. It needs some work, but I think it's a goer.



Thanks for the hard works really for me its been a hard week too, but alas I am always tired, drained and emotional so dont mind me. I'm a 50 year old woman going through you know that change of life thing so that is my excuse and I am sticking to it! Anyhow here is to hoping I can put Rosie as my star security guard that makes sure everyone is good when they enter the daily planet next muvizuzu superman movie thing.
edited by urbanlamb on 12/04/2013
2013/4/12 16:20:18
Muvizu:Play 1.0 timeline discussion I guess I would also like to know is muvizu trying to make "muviclone" is this the path they are taking? I didnt mind it the other way as you can see by my video creating activity. I dont need or care about "Muviclone" I just want a usable timeline that isn't going to bring the software to its knees.

snapping good
wavefile good

multipe charaters in a timeline would be nice, but.. not in the present format

multiple objects sometimes .. i created a fleet of pumpkins for an alien invasion of pumpkin starships, but I could do without it. and I could be quite happy without multiple characters.

I just wanna make "cool cheesy videos" with dumb jokes hidden in the background for "effect"
2013/4/12 15:33:34
Muvizu:Play 1.0 timeline discussion Yes this is not going to be easy or painless but it would bring muvizu to another level leaving it ready to add other bells and whistles once its done
2013/4/12 14:55:26
Muvizu:Play 1.0 timeline discussion Unfortunately by default the minute you start to add these "advanced features" your having to make things look exactly like that otherwise people are going to be limited in many ways in what they can do. This is the same issue they have with say video editors there are the stripped down non pro versions and then the pro versions made by companies.


If you can't see things and isolate them in a timeline that is by nature now becoming "a pro version timeline" your going to be unable to work with it. So basically we have muvizu implementing "pro" version stuff for "advanced users" and trying to find a way to do that without confusing "new people" by the very nature of what they are trying to do with this advanced timeline they are going to be confusing new people. So we need to be able to turn this feature on. So maybe by default have a "lite" version (basically 23b timeline with the snapping and wave file) and then we need to turn on the "pro timeline" in this way its hidden for new users but there if others need it.

I dont see a way around this sort of thing for "advanced timeline"

here is iclones it works very well it leaves me with room to do things and snaps to the bottom of the scene and when you want to work with it you pull it out into the middle of the window. The asset menus folds into the side


edited by urbanlamb on 12/04/2013
2013/4/12 14:27:21
Muvizu:Play 1.0 timeline discussion Neil wrote:
urbanlamb wrote:
Yes I have its just I am repeating myself at this point so its feeling a bit frustrating

We've heard you. Please don't be frustrated, you've made your points very clear and we're working hard to address them.



okay thanks

*stops pulling hair out*

very sorry I will be good now Big Grin
2013/4/12 14:11:08
Muvizu:Play 1.0 timeline discussion Dreeko wrote:
Urbanlamb, I don't think Neil was offended or had the intent to offend you either.

He merely said " Please continue to contribute constructively."
It seemed to me that he was just asking you to carry on offering your suggestions and ideas as you have been doing.


Anyhoo..back to the timeline...



Yes I have its just I am repeating myself at this point so its feeling a bit frustrating
2013/4/12 14:00:16
Muvizu:Play (V1.0) Feedback MrDrWho13 wrote:
urbanlamb wrote:


Urban, in a previous post, neil said that they were going to look into saving the tabs open to the set file. Why would this not solve your problem?



the sheer lag from opening those collapsable menus cripples your set and it takes hours upon hours to do anything.
2013/4/12 13:53:42
Muvizu:Play 1.0 timeline discussion ukBerty wrote:
Sadly, like Ziggy, as one of the heavier users it's very difficult for me to start evaluating it as it's too cumbersome and slow to operate at the moment. If we can have a release so that only the animated objects, lights and effects appear then it may shrink and speed it up enough to start playing.


I'm sure I will have stuff to say, but it's not until you start using something that you find out the pluses and minuses.


I would like to reitterate this in a constructive manner.

here is the mockup again in this thread. Unfortunately until your roll back to the previous version nothing much more can be evaluated bugwise. I am unsure of how else to say this to make things anymore constructive. Please roll the timeline back leave in the wavefile diagram and the snapping until a better solution can be found.

http://www.muvizu.com/forum/topic2642-timeline-mockup-i-could-live-with.aspx
edited by urbanlamb on 12/04/2013
2013/4/12 13:52:04
Muvizu:Play 1.0 timeline discussion Neil wrote:
urbanlamb wrote:
Anyhow I am beginning to worry my muvizu days are over as it seems that my please to have a functional complicated timeline are going unheard.

Urbanlamb, your pleas aren't going unheard. I've responded in the forum with a long post detailing exactly where we are, what we're trying to do, and specifically asking the community for their input on how to improve things for you. Please continue to contribute constructively.


Dreeko wrote:
Surely it would be better to only have the timeline for an object etc created once it has been animated ( or directed as we call it) rather than the second in appears on set?

Dreeko, that does sound ideal in principal. We tried something similar to that in development, but there were issues with it. I'll revisit it and see if we can get it working.





I have contributed constructively however its not being seen I have created something of a mockup of what would work unfortunately its been dubbed as to hard for newbies in any event continue on at present what I am seeing as solutions will not solve the problem and only adds buttons which people wont actually be able to use due to the layout.

at present the interface provided with all those menus is simply not going to work as people are still limited due to the layout .

I am pretty sure this is constructive
my diagram is in another thread unfortunately until the entire thing is slimmed down and all that stuff on the left hand side is converted to buttons and those toggles are removed it will really be unsuable. Basically your at the limitations of your interface without a redesign. So i see no point in added these features to the timeline and simply making it more bulky and laggy and the best solution is to simply roll back to the old set up and leave the wave file diagram in and snapping.

Anything else is simply a huge waste of space and making it harder to work with


for this timeline to work I need to be able to single out all the actions of a character or all the walks. The collapsing action of the filter is very difficult and it takes about 10 minutes to uncheck a single item and I dont see this as going away as long as your using this method of dealing with the assets. If pop out menus are created for objects, lights character all on their own menu that is large so that if we have 200 objects on a set and it doesnt take us 10 minutes to uncheck a box this would help a lot.

The left hand menu is simply not going to work not when your starting to try to find things to add and use

If i have say 10 characters doing something (something I have done in the past) I need to say isolate all the actions if i am constantly collapsing and expanding menus its very difficult to work with

So I need a menu that will pop out on its own to select characters in an order which I choose (say its a fight and i have sets of two people fighting each other and trading punches) I need to be able to isolate them in pairs by selecting them in a certain order from a menu. Then I am only working on actions so I need 10 action bars for 10 characters in my timeline and nothing more.

So that i can synchronise it. If say I need to then add motions I need to be able to go back to that initial menu with the characters and select the motions so that I can lump all the movements together so I can work with those.

Basically we need to mix and match this and the interface need to be made to allow this mixing and matching.
edited by urbanlamb on 12/04/2013
2013/4/12 2:30:30
I'm tired of this CRASH ! your welcome.

Good luck on your project may it be way awesome and you get A+++++
2013/4/12 1:58:43
I'm tired of this CRASH ! Hi there are a bunch of bugs so you might want to mail that to bugs@muvizu.com

you can also post in this thread
http://muvizu.com/forum/topic2622-muvizuplay-v10-feedback.aspx?p=f#post15538

and then for now I would install the old version of muvizu as they need to patch it and do the bug fixes as there are a couple of crashes and things

the old version is still on the download mirrors and a few of us have a copy of them as well
here is the page of mirrors
http://muvizu.com/Forum/topic318-download-mirrors.aspx

sorry about that. There are some compatibility issues between old sets and new sets so hopefully you have a copy of the old set as you wont be able to open a new set saved in muvizu play in muvizu 23b
2013/4/12 0:05:28
Making Characters Fly? Green screening works although my first attempts were not great due to my video editor but if you have a good editor and can get the lighting right green screening is "way cool" I used ziggy's method with some refinements to get better cape action and did a green screen. flight sequence that was kinda not bad.


this is the best greenscreen i have done the next one after due to a night scene was kind of meh (need pro editor tools for that)

2013/4/11 23:13:39
Muvizu:Play (V1.0) Feedback I guess i am a bit baffled at this sort of almost paradox of introducing a complicated timeline that "newbies" can understand

Visual fixes and minor tweeks on this present system is not gonna help a whole lot. It looks fine and i "like" the idea however at present said idea is making is so I cannot use muvizu even if you fix all those bugs. A light user is not going to care much about this timeline issue. Those who care are the ones that are trying to make muvizu do sommersaults and create massive cinematic type things with more then one or two characters and 20 objects and a couple of lights.

So in all honesty making a complicated timeline a newbie would understand is a bit of an oxymoron i guess or paradox or both i can't decide which.

I am horribly worried that what is happening here is that "power users" or whatever you want to call us crazy people who want to make epic movies with custom built sets are being squeezed out in favour of people who are into 1 minute long joke videos placed on youtube with the hope of going viral. Although in that case a complicated timeline is not necessary simply put the wave file at the top of the old timeline and include snapping and its all good.

So where the issue is when we move beyond that. Anyhow I am beginning to worry my muvizu days are over as it seems that my please to have a functional complicated timeline are going unheard. If the intention is just to leave it that way with the filter and moving a few items out of it is what is going to happen it wont be anymore usable then it is now. Because well i would have to purchase a 70 plasma tv set to do my muvizu work on.

Anyhow I have done the best I can do. I posted a mock up and sent a mail to bugs@muvizu even though its not a bug hehe. I was just rather alarmed to read its "fixed for now" with that minor tweak which in the end wont actually make it anymore usable then it was that other night. The reality is I tried to prepare the timeline in such a way that assuming you did that fix you just posted that would fix it all i was fit to be tied as i tried to find what I needed to do workwise in that mess.

I love muvizu but this timeline breaks it. If the intention is to just make it so all those boxes are uncheck and do nothing more then for me I see a better solution to leaving in snapping, the new wavefile diagram and putting the rest back to the way it was because I will never be able to have more then one character and a camera line usable anyhow so I fail to see how this is a "new thing" when its just more cumbersome and completely does not serve the purpose of multilple characters etc in the timeline.

/shrug
edited by urbanlamb on 11/04/2013
2013/4/11 20:25:57
Timeline mockup I could live with.. this is done very fast but i am super upset because I dont see this present ui working for timelines ever we basically need a seperate functional ui for the timeline in order to be able to work one that can be pined and moved with buttons and stuff

here is an attempt at describing one using phothoshop that I think could work using bits and pieces of muvizu and my own home made buttons and stuff




I will email it as well ..

image is not posting properly..
edited by urbanlamb on 11/04/2013
2013/4/11 20:00:19
Email updates MrDrWho13 wrote:
urbanlamb wrote:
MrDrWho13 wrote:
urbanlamb wrote:
hi i sent directly to muvizu but my mails dont get there I am actually now bypassing that thread because the timeline in its present form has to go just tweaking as i read in that thread is not going to do it.

Its also listed in that thread" fixed good enough now for us" I would ask that no one speak for me because I do not agree its not fixed good enough for us. Its a complete disaster and needs heavy recoding and needs to be rolled back to the old timeline with just the snapping in place

Unfortunately often my email swims to the uk from canada
edited by urbanlamb on 11/04/2013



Ok, read the latest list and you will see that the unselecting options is 'good enough' and your problems are under 'other issues related to timeline'



I sent my feedback to bugs at muvizu.com if a dev wants to contact me they via the forum but i really dont know who to contact. Again I state they need to roll it back to the previous state with only snapping in place and go back to the drawing board. Its impossible to even test the rest of the changes with that in place.


I like the new timeline idea... dunno




nothing wrong with the idea its a time test age old idea that works everywhere else its how the idea has been executed that is the problem and a few tweaks aint gonna help it unfortunately. I dont see them fixing this in a week because they have to change the ui as well
2013/4/11 19:48:48
Email updates MrDrWho13 wrote:
urbanlamb wrote:
hi i sent directly to muvizu but my mails dont get there I am actually now bypassing that thread because the timeline in its present form has to go just tweaking as i read in that thread is not going to do it.

Its also listed in that thread" fixed good enough now for us" I would ask that no one speak for me because I do not agree its not fixed good enough for us. Its a complete disaster and needs heavy recoding and needs to be rolled back to the old timeline with just the snapping in place

Unfortunately often my email swims to the uk from canada
edited by urbanlamb on 11/04/2013



Ok, read the latest list and you will see that the unselecting options is 'good enough' and your problems are under 'other issues related to timeline'



I sent my feedback to bugs at muvizu.com if a dev wants to contact me they via the forum but i really dont know who to contact. Again I state they need to roll it back to the previous state with only snapping in place and go back to the drawing board. Its impossible to even test the rest of the changes with that in place.
2013/4/11 19:36:04
Email updates hi i sent directly to muvizu but my mails dont get there I am actually now bypassing that thread because the timeline in its present form has to go just tweaking as i read in that thread is not going to do it.

Its also listed in that thread" fixed good enough now for us" I would ask that no one speak for me because I do not agree its not fixed good enough for us. Its a complete disaster and needs heavy recoding and needs to be rolled back to the old timeline with just the snapping in place

Unfortunately often my email swims to the uk from canada
edited by urbanlamb on 11/04/2013
2013/4/11 18:33:32
Muvizu:Play (V1.0) Feedback MrDrWho13 wrote:


Timeline to have all options closed at start and opened by user individually



not just objects
characters
lights
everything
also dialogue boxes need to be with the characters when timeline opens up not at the very top of the menu

(I hope I am not sounding cranky its a crazy day and i am just typing as quickly as i can in between the chaos )

I am focusing on timeline because this to me is not a bug its a design issue which should not have made it into the product period and needs to be fixed fast very fast. Dots on the floor invisible cameras everything else almost takes a back seat because you can cope with them in some manner and struggle on.

Also not fixed for me until I can actually use it at the moment I can't . Just folding the menus and having stuff off is not the answer it needs to be not there no menus none just the object or light or character or camera etc .. and again apologies for being cranky and very abrupt i am busy today. Anyhow now i will go away and leave you be ^^
edited by urbanlamb on 11/04/2013
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