ikes - all messages by user

2016/9/4 22:43:47
Pat Marr's Contest: Entries due by Sept 15 christian_clavet wrote:
Wow! I've just read the whole thread as I've missed it! Really cool contest! Thanks a lot Pat for showing us new tricks! I liked them all! Still I don't quite understand how the T-REX could be animated in Muvizu!
edited by christian_clavet on 04/09/2016


Hi Christian,

You can animate the T-rex with the walk in place checked on for walking and animate the background. You can let him walk a short distance, but you have to keep in mind that his legs will slip on the floor. On a long distance it would be very noticeable. You can control the head / neck by directing the character head movement. The open and close jaw is done with keyframing the visibility of the different meshes, as well as the eyes with different textures.
Down at this page there is some more explanation. http://www.muvizu.com/Forum/topic5866-surprise-in-the-park.aspx
2016/9/1 22:25:56
An open Letter to Muvizu's developers MrDrWho13 wrote:
ikes wrote:
Oh, and I like to add to that: more character actions!

+1 to this. Or at least the ability to add custom actions. I don't think any have been added since 2012/2013.
edited by MrDrWho13 on 01/09/2016


Exactly. They should have Developed instead of VR and 360 video, a kinect movement recorder.
2016/9/1 21:33:13
An open Letter to Muvizu's developers I can not say anything else than: I endorse this post of Pat. boink
Oh, and I like to add to that: more character actions!
2016/9/1 12:53:08
Easy not perfect face attachment I don't know of any tutorial on this. It's a question of placing, loading it in muvizu and see how it looks. Then adjust anything untill it looks good. You only have to place the head and leave the rest of the body transparent. You have to kind of unfold the face / head in photoshop. Maybe there are tutorials on youtube about uv mapping a head. It's quite common for different 3d programs.
2016/9/1 11:34:17
Easy not perfect face attachment Hi, the facemask covers the mouth. What you want, you can do with the custom textures. They are located here: http://www.muvizu.com/Info/98/Custom-textures

When editing a character, on the tab decals you can load a custom texture.
2016/8/30 16:46:28
The End of the Chase haha, nice one Clay! Good work
Did you use a hidden raised platform too? I guess you did, because I see his legs kind of slipping on the ground.
2016/8/28 22:13:39
AVI Videos Well, then the avi is the problem. Maybe you could process your avi with virtualdub.
If you follow the part talking about virtualdub in this video, you might get it to work. That did it for me.

This is specific about transparant avi's, but it does apply to normal avi's too.

edited by ikes on 28/08/2016
2016/8/28 20:04:10
AVI Videos tonyob67 wrote:
Hello, You can use avi videos on abstract objects?, when I try to do it the object gets invisible...Please help

Thank you


Hi Tonyob, You should be able to. It could be your avi is not in the right codec setting. Can you see the video on a flat backdrop or does that disapear too?
2016/8/27 9:59:06
Strange Occurrence... ederediennifer wrote:
I can not publish video
all the time I'll publish it crashes and closes
help me!!


What output type did you use?
2016/8/27 9:57:14
Surprise in the park AllClass wrote:
Outstanding!


Thanks!
2016/8/25 22:43:42
Pat Marr's Contest: Entries due by Sept 15 PatMarrNC wrote:
Here's another interesting technique:...


haha, that looks funny It is an interesting concept...
2016/8/24 23:00:55
Surprise in the park Well, maybe I can do something with the T-rex... I'll give it a brainstorm.
2016/8/24 22:22:50
Surprise in the park PatMarrNC wrote:
its been a few days since our resident magician Ikes has blown us away with his creativity... which makes me wonder what he's working on...

I hope its something for my contest...


Sorry Pat, no groundbreaking ideas at the moment. I am working on some set for a rough idea for a movie, but it's actually not for the contest. Maybe if I get an idea for that, I'll participate...

I also offered to help somebody in the chat asking for a boxing arena.
2016/8/16 23:00:19
Surprise in the park ziggy72 wrote:
Over scaling it all, of course, shoulda guessed. Actually Fazz68 did a similar trick with a robot to create ED209, but the jaw movement - wow, hadn't thought of keying the visibility of positioned objects to animate something, that's genius that is Applause

Did you have to offset the axis zero points of the jaws to get them that far away, or is that using the 'tweak' <cof> to move them further out?
edited by ziggy72 on 16/08/2016


Thanks Ziggy,

You have some link to this ed209?

I didn't use the <cough>, I placed the centerpoints of the meshes way out and positioned them somewhat with the sliders.
2016/8/16 21:18:31
Surprise in the park MrDrWho13 wrote:

Kinda looks like it needs the loo.
Thanks for the explanation ikes!


Hehe, maybe he does..

PatMarrNC wrote:
did you model and texture the T-rex? SUPER job, whoever did it!


I modelled the hole thing with sculptris. The texture was something I googled for reptile skin. It fitted quite well actually.
2016/8/16 21:02:44
Surprise in the park Thanks all for the replies!

I will explain how I did the T-rex. There is a version for head movement and one for walking. Because he takes big steps, you can't actually let him walk from point A to B, his feet will slip on the floor. But you can let him walk in place and move the background.

In this see-through you can see the character is standing on an invisible raised platform. The head of the t-rex is attached to the face mask socket. All the jaws are connected to the other face sockets, which visibilities can be key-framed under the character properties.



The body for walking is attached to the waist socket, the one for head movement has it at the neck socket.
The tail is attached to the tail (duh)
The legs are connected to the feet on about the knee hight. To avoid his legs going almost horizontal, I found that the angry mood walk is the best one. All running is too exaggerated to be used, his legs are going through his tail.

The biting part was done with key-framing the visibility of the jaws as well as the running/static girl. I made a static pose of the girl in the mouth, that was attached to the hair socket. I had some glitches however with rendering. Some rendered frames showed the jaw as a grayed translucent object, like you suppose to see only in the viewport as invisible, not on a camera. It also varied on multiple renders, sometimes it happened, sometimes not... strange.

This is still an early version, maybe I'm going to detail it further and make it available in the store, if there is a demand for this creature.

-Ikes-

Walking in place:
2016/8/16 20:39:27
Surprise in the park PatMarrNC wrote:
well? I think it's about time we get to hear how this was done!

(Pat sits down with a cup of coffee and a notebook ready to take notes...)

;-)


I will, I'm working on it right now...
2016/8/15 23:25:28
Surprise in the park PatMarrNC wrote:
HA! I knew you'd do it, Ikes! Congratulations for being the first!

(Have I told you lately that you're awesome?? Well, it goes without saying!)


Thank you Pat!

Yeah, I couldn't give up on it. It was not easy, but I did it... It's still in an early modelling stage, but I had to first test animating with it.
2016/8/15 23:02:08
Surprise in the park I couldn't let go of the idea.

You're probably in for a surprise too...



I will later reveal how it's done.

-Ikes-
2016/8/12 22:30:51
Middle East objects [Collaboration?] as a static pose holding a gun or rifle, There is a "gun" action under the guitar and bass category that holds the pose, maybe that's useable...
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