05/02/2012 23:08:37
Topic:
Future of Muvizu after BETA
 Valero Posts: 2
|
Thanks all for all the great information, I'm sold on Muvizu and already started working on it.
|
05/02/2012 22:12:47
Topic:
Help exporting from Blender 2.61
 focal Posts: 2
|
Could someone please explain exactly what has to be change in the "Campagnini" plugin to make the export of the .ase file from Blender perform correctly. I think the section of the plugin that needs to be changed is reproduced below but I don't know what exactly has to be changed.
class cDiffusemap: def __init__(self, slot): import os self.dump = '' self.name = slot.name self.subno = 1 self.amount = aseFloat(1.0) if slot.texture.type == 'IMAGE': self.mapclass = 'Bitmap' self.bitmap = slot.texture.image.filepath if slot.texture.image.has_data: pass else: self.bitmap = '\\\\base\\' + self.bitmap.replace('/','\\') else: self.mapclass = 'None' self.bitmap = 'None' self.type = 'Screen' self.uoffset = aseFloat(0.0) self.voffset = aseFloat(0.0) self.utiling = aseFloat(1.0) self.vtiling = aseFloat(1.0) self.angle = aseFloat(0.0) self.blur = aseFloat(1.0) self.bluroffset = aseFloat(0.0) self.noiseamt = aseFloat(1.0) self.noisesize = aseFloat(1.0) self.noiselevel = 1 self.noisephase = aseFloat(0.0) self.bitmapfilter = 'Pyramidal' self.dump = '''\t*MAP_DIFFUSE {{\ \n\t\t\t\t*MAP_NAME "{0}"\ \n\t\t\t\t*MAP_CLASS "{1}"\ \n\t\t\t\t*MAP_SUBNO {2}\ \n\t\t\t\t*MAP_AMOUNT {3}\ \n\t\t\t\t*BITMAP "{4}"\ \n\t\t\t\t*MAP_TYPE {5}\ \n\t\t\t\t*UVW_U_OFFSET {6}\ \n\t\t\t\t*UVW_V_OFFSET {7}\ \n\t\t\t\t*UVW_U_TILING {8}\ \n\t\t\t\t*UVW_V_TILING {9}\ \n\t\t\t\t*UVW_ANGLE {10}\ \n\t\t\t\t*UVW_BLUR {11}\ \n\t\t\t\t*UVW_BLUR_OFFSET {12}\ \n\t\t\t\t*UVW_NOUSE_AMT {13}\ \n\t\t\t\t*UVW_NOISE_SIZE {14}\ \n\t\t\t\t*UVW_NOISE_LEVEL {15}\ \n\t\t\t\t*UVW_NOISE_PHASE {16}\ \n\t\t\t\t*BITMAP_FILTER {17}\ \n\t\t\t}}\ '''.format(self.name, self.mapclass, self.subno, self.amount, self.bitmap, self.type, self.uoffset, self.voffset, self.utiling, self.vtiling, self.angle, self.blur, self.bluroffset, self.noiseamt, self.noisesize, self.noiselevel, self.noisephase, self.bitmapfilter)
def __repr__(self): return self.dump
|
05/02/2012 22:03:51
Topic:
Help exporting from Blender 2.61
 focal Posts: 2
|
cdunaway wrote:
Jamie wrote: Yes, that is the script I am using also. I altered the script to remove extra spaces on or about line 278. There are other sections in the script which output extra spaces. I don't know if they cause any adverse effects in Muvizu, however. Thanks again!
|
05/02/2012 21:36:34
Topic:
Censorship by Muvizu ?
 Steven547 Posts: 16
|
Does a lot of what you allow on this site have to do with copyright? I uploaded a video about a week or so ago. I was using the song "Rainbow Connection" (Sung by Kermit). I'm thinking it's a copyright thing? If so, how do we go about getting that copyright or permission to allow us to post?
Thanks!
|
05/02/2012 20:47:47
Topic:
no import dialogue
 Dylly Posts: 150
|
Hi there,
in the latest version, go to Prepare/Audio click on New and then Edit. From here you can import an audio track.
Now in Prepare/Dialogue select the character and then the track you wish to lip sync the character to.
Hope this helps.
|
05/02/2012 17:46:22
Topic:
no import dialogue
 NeksMaster Posts: 1
|
I'm using the new version of Muvizu, while watching the tutorial import dialogue, but from what I saw the version which appeared in this video is totally different. Iso anyone realized. But there is a problem because I can not import audio for the dialogue of my character. For there is no button to import nor was termed "new." Can anyone help me?
|
05/02/2012 17:18:43
Topic:
totally stumped by transparent textures help?
 ziggy72 Posts: 308
|
Thanks, got that - might've helped if TurboSquid has actually made any effort to tell you what 'GMax' actually was... still, it's free, can't complain
|
05/02/2012 16:02:27
Topic:
totally stumped by transparent textures help?
 Dylly Posts: 150
|
here we go .... http://www.turbosquid.com/gmax
|
05/02/2012 14:55:40
Topic:
totally stumped by transparent textures help?
 ziggy72 Posts: 308
|
Aha! Got it - my problem was not using Single Sided, which seems to mess up the transparent effect. Thank you again, Dylly, although I now have to find a better wine glass (the one I was using has some bad artefacting (is that a word?) but other .ASE files I tried looked excellent).
I don't have 3D Max, and I've seen you mention you can get if from TurboSquid before - I joined up a few weeks ago, but I don't see where on the site the lite version is. Any pointers would be appreciated
|
05/02/2012 10:03:08
Topic:
Future of Muvizu after BETA
 Dylly Posts: 150
|
Its free. Free! FREE! FREE! FREE! Nuff said!
|
05/02/2012 08:34:27
Topic:
Future of Muvizu after BETA
 skylike Posts: 8
|
We only just started using Muvizu and have yet to come across anything that stops us from doing what we want to do. Even in its beta stage this program is awesome (not to sound like a fanboy) , and i can only assume the once released (complete) it will be even better and easier to use. The updates have been easy to adapt to and like the rest have said, learning is part of the fun of using Muvizu. Go get em!! and bring some quality work
|
05/02/2012 08:26:34
Topic:
Future of Muvizu after BETA
 ukBerty Posts: 214
|
Valero - as the others have said, I wouldn't worry. The skills you learn by just getting stuck and making some movies will be transferable to other applications.
They have always said that it will always be free, but even if there is a change of mind I would make hay while the sun shines. In fact some of our heads are starting to burn !
Go for it.
Berty
|
05/02/2012 07:16:50
Topic:
Future of Muvizu after BETA
 Steven547 Posts: 16
|
I have hopes that this program advances with more features (being able to have more control over the character path / actions, etc). If it does increase in features, and a dollar value is assigned, I would have no problem paying it, to be honest.
This program is definitely a good way to learn the basics of computer animation. You also learn the tedious endeavors required, and appreciate what goes behind any project. In theory, any software program released is basically a "Beta" version. There will always updates / fixes needed.
As of now, this program, and not to sound like an 80's nerd, is "totally excellent". For a "beta", there are a ton of things you can do with this program, so I wouldn't really look at it as a BETA, but more a "work in progress" that keeps getting better.
|
04/02/2012 23:25:26
Topic:
Future of Muvizu after BETA
 Dreeko Posts: 554
|
I would not be fearful of using a program because it has the term beta attached to it. In fact google has the same status (so I'm led to believe from people in the know) edited by Dreeko on 04/02/2012
|
04/02/2012 21:44:57
Topic:
totally stumped by transparent textures help?
 Dylly Posts: 150
|
Multi-sub object material 3ds Max is from, young Jedi...ahem however there is a free lite version available from Turbo Squid, just register....but whether it can handle complex materials is a bit beyond me.
Jamie was the one that showed me some tutorials on transparency, and I’ve still not fully cracked it myself but to get your wine glass transparent into muvizu
I would use gimp or photoshop to play with the texture. In Photoshop just move the opacity slider of the layer so that the layer is semi transparent and save the document as a single layered document in either .png or .tga format. When you import into Muvizu import, click don’t use id, set alpha to transparent and leave as single sided. Now when I do this, I end up with a semi-transparent object. In Gimp remember to add alpha to the layer you want to be transparent and merge down each layer, don’t flatten image as this removes the alpha channel, until you have a single transparent layer, and then import into Muvizu.
I think I’ve sorted out the problems I was having with opaque bits of a model being transparent...I did say think...well I think it has something to do with the background colour of the original image map...still experimenting...!
Hope this helps if not mail me a link to the prop and I will try and get it into Muvizu semi opaque or transparent...see through?
Tim
|
04/02/2012 21:28:25
Topic:
totally stumped by transparent textures help?
 ziggy72 Posts: 308
|
Dylly you're a genius, but I have a coupla questions... How do you make a 'multi sub/object material', and in what program?
I read elsewhere (on another of your posts, can't remember which one) that you could create a transparent texture using alpha channels on TGA files and what have you - I tried it, step by step, and it didn't work for me at all. See, really all I'd like to know is this - I have a (.ASE) wineglass, all one texture, and I want to make it semi-opaque - can it be done in Muvizu? And windows, God how I'd love to have windows with some glass in them. I've often wondered why there are transparent patio doors and helicopter canopies (like Mysto pointed out) and yet no windows.
Anyway, I await your wisdom, Master Yoda
|
04/02/2012 18:36:02
Topic:
Future of Muvizu after BETA
 inlimbo Posts: 69
|
They will likely never charge in the future (unless you are on the cusp of making a lot of money with your Muvizu made movie). Also, you can download and archive each release and ensure that you will always have a free version. Ultimately you could look at it another way:
Most free animation products will not compare to Muvizu, and you might as well get started with one piece of software (whether it is Muvizu or something else). You might consider just making a movie. Don't talk yourself out of making movies and learning how to make them. Don't wait! 
Also, you will always have to learn or relearn features in any piece of software. This is true of free or paid software. Whether you switch to a new program or have to learn newly added features to software you've been using. When you learn 3D movie making programs and also the principles of good filmmaking you will have skills that transcend individual programs. You can easily learn new apps and be on your way.
__ edited by inlimbo on 04/02/2012
|
04/02/2012 16:57:48
Topic:
Future of Muvizu after BETA
 Valero Posts: 2
|
I am new to muvizu and as such I am a bit hesitant to inmerse in a 'beta' program that may grow to the point that later requires monetary investment that were not present at the development stage. I do not want to be stuck investing so much time and energy and then later have not choice but to go along with any future limitations that are none existing today. What are the future plans of Muvizu after the 'beta' stage?
|
04/02/2012 07:57:53
Topic:
Feedback Thread - v0.19b release (January 2012).
 ukBerty Posts: 214
|
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.
|
03/02/2012 21:36:35
Topic:
Feedback Thread - v0.19b release (January 2012).
 ziggy72 Posts: 308
|
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.
|