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07/02/2013 10:51:51

wdeprospo
wdeprospo
Posts: 86
Hi,

Is there any way to hide a wall. If I have a closed room, and I want to work inside the room, is there any way to hide a wall or two while I modify the rooms interior, or manipulate the characters inside the room?

wdeprospo
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07/02/2013 11:55:52

Marco_D
Marco_D
Posts: 582
Hi there,

You can't make walls invisible "per se", but you can remove the walls texture, by selecting none.

This way you will be able to see through the walls, please have in mind that the walls will still be there.

Cheers,
Marco
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07/02/2013 14:25:41

wdeprospo
wdeprospo
Posts: 86
Hi

I was hoping to eliminate the moving of the wall and then putting the wall back into place.

Thanks for the quick response.

As always, a great product, great staff, and of course, great Muvizu users.

William
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07/02/2013 14:29:49

Marco_D
Marco_D
Posts: 582
Hi William,

Indeed it would be useful if we had a layer system just like Photoshop that you could click the eye and not see it.

There is a work around for this though. You can for example create 50% of the scene in one set and then the other 50% on another set. This will give you the freedom to move around. Just like in some "Sit coms".

Then you can use camera cuts and a video editing software to put it all together.

I hope this helps.

Cheers,
Marco
edited by Marco_D on 07/02/2013
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07/02/2013 14:57:26

Emily
Emily
(Account inactive)
Posts: 346
Hi William,

It's been a while since I've made a video, but I used to run into this problem sometimes too.
What you could do is set the walls to 'float in the air', then rise them up above character height, complete the animation, then when you are ready to record your video, untick the 'float in the air' check-box. It's not ideal, but it might be a work around.

Hope that helps a bit

Emily.
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07/02/2013 16:13:20

wdeprospo
wdeprospo
Posts: 86
Hi,

Thanks Emily, I didn't think of floating them. I'll try it.

William
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07/02/2013 16:14:22

Lev_Dynamite
Lev_Dynamite
Posts: 157
wdeprospo wrote:
I was hoping to eliminate the moving of the wall and then putting the wall back into place.
Clicking on any object and then pressing Ctrl + K together on the keyboard (or clicking Edit > Lock) will "lock" the object's properties so you can no longer accidentally move them. They will still "get in the way" - as in, they will still become selected when you click on them - but if you set the texture to "None" AND lock the object then you can edit surrounding things with clarity AND without fear of accidentally changing something you don't want to. Pressing Ctrl + Shift + K together on the keyboard (or clicking Edit > Unlock) will "unlock" the object and free it up for editing again.
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07/02/2013 16:18:12

wdeprospo
wdeprospo
Posts: 86
Hi,

Thanks all, now I know why I constantly look at the forums. There is always good information to be had.

wdeprospo
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07/02/2013 16:23:33

WozToonsExperimental user
WozToons
Posts: 494
wdeprospo wrote:
Hi, Is there any way to hide a wall. If I have a closed room, and I want to work inside the room, is there any way to hide a wall or two while I modify the rooms interior, or manipulate the characters inside the room? wdeprospo


A lot of these little niggles can be avoided by the order in which you do things. A little bit of planning goes a long way. I always leave one wall and the ceiling until I have finished the animations and then add them in. The earlier you can get all the character actions, movements and other fiddly bits down the better. Leave making things look pretty until the end of the process.

Hope this helps

Woz.
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07/02/2013 17:18:26

DreekoMuvizu mogulExperimental user
Dreeko
Posts: 1257
WozToons wrote:
wdeprospo wrote:
Hi, Is there any way to hide a wall. If I have a closed room, and I want to work inside the room, is there any way to hide a wall or two while I modify the rooms interior, or manipulate the characters inside the room? wdeprospo


A lot of these little niggles can be avoided by the order in which you do things. A little bit of planning goes a long way. I always leave one wall and the ceiling until I have finished the animations and then add them in. The earlier you can get all the character actions, movements and other fiddly bits down the better. Leave making things look pretty until the end of the process.

Hope this helps

Woz.


I know what you mean by planning ahead Woz. It is hard to be so disciplined though. I always try and create the set to as near finished as possible before I begin to direct the action where as I really should do the opposite for a number of reasons. If I animated the characters before anything else then my computer wouldn't have to struggle as hard to display the motion correctly where as usually with all the textures and effects to contend with it can be a bit choppy.

If we could animate characters and then load them into different sets along with their respective animation then I probably would go down the animate first route. Or if we had a 'rehearsal' mode where we could hide all objects, effects, lights etc leaving only the charactrs to deal with, then this would also be a great boon to the directing task for those with limited processing power.

Hmmn...
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07/02/2013 19:07:19

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
tis difficult to plan ahead if you use prebuilt sets though.

The ability to hide walls is something I miss in muvizu I have developed the strategy of having several versions of a set with certain walls missing this is the only way I found around it so maybe one day muvizu will have a hide walls option

the other is as dreeko says I tend to do the movements at the very end otherwise the scene would be too hard to work with. You also can't do movements without a full set so hiding walls would be super cool even in the filming stage so I dont have to delete walls for certain camera angles

*adds it to the list of features requests if its not already on it*
edited by urbanlamb on 07/02/2013
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07/02/2013 20:01:02

WozToonsExperimental user
WozToons
Posts: 494
Dreeko wrote:


I know what you mean by planning ahead Woz. It is hard to be so disciplined though. I always try and create the set to as near finished as possible before I begin to direct the action where as I really should do the opposite for a number of reasons. If I animated the characters before anything else then my computer wouldn't have to struggle as hard to display the motion correctly where as usually with all the textures and effects to contend with it can be a bit choppy.

Hmmn...



Good points well made. Big Grin

@Urbanlamb. I tend to build everything from scratch so my workflow has to be organised or I end up in chaos and redoing stuff 100 times. I see your point for pre designed sets though.
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