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

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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
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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: 975
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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