CrazyDave - all messages by user

2012/5/3 20:15:22
softwares to change the voice You could try installing Reaper (it's free) and using that to record your audio.

http://www.reaper.fm/

That allows you to use VST plugins which great for real-time audio processing. Here's a free voice changer that would work:

http://www.g200kg.com/en/software/rovee.html

and here's a (probably better) commercial one that has a demo version:

http://soniccharge.com/bitspeek

This might be tricky to set up however if you have not used VST stuff before. You might need the ASIO4ALL driver for your pc if you do not have a genuine ASIO soundcard.

http://www.asio4all.com/

But it would work eventually!!

Dave
edited by CrazyDave on 03/05/2012
2012/4/10 17:07:21
Feedback Thread - v0.19b release (January 2012). 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.
2012/3/5 16:41:57
Character circles after movement I think that I fixed this internally a few weeks ago so it shouldn't happen in the next release.

One 100% reproduction was to draw a path, wait for the character to catch up with the locomotion guide without releasing the mouse button then draw another path and release the mouse... the bug's been closed since 23rd Febuary so it's hopeful that there are no other ways to make it happen.
edited by CrazyDave on 05/03/2012
2012/1/30 15:35:12
transparent video Dylly wrote:
I can't find the thread which gave the alteration that had to be made to Muvizu to allow transparent video...or do I still need to make that alteration in the new incarnation?



Still the same method and still works.
2012/1/30 11:28:34
How do I move a character then turn him? ukBerty wrote:


Try it - record three separate sections of walking then delete the middle one.

Maybe one of the Devs would like to comment on the thinking behind this development ??

Berty


Yup, it's a new feature. The actual reason behind it is to allow non-movement animations to move "off the spot" e.g. a Moonwalk that doesn't have to return to where it started. The problem with allowing these animations is that you could record a string of movements near the end of a scene, then rewind and perform an "off-the-spot" action at the beginning of the scene which would mean that the character is then not in the correct starting position for performing the movements: there will be a teleport. It wouldn't be right to just delete the movements or to fix the path automatically so a system has been put in place that allows the user to leave the teleport as it is (a red block signifies a teleport) or to make the path continuous, which will in turn alter the start and end positions of the movement.

Dave
2012/1/23 12:23:41
Feedback Thread - v0.19b release (January 2012). 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?
2012/1/23 12:14:54
Feedback Thread - v0.19b release (January 2012). 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
2012/1/20 14:14:53
Feedback Thread - v0.19b release (January 2012). Dylly wrote:
Just spotted a weird happening with the 64 bit version. If I load a new prop when I have a character in the scene, upon loading the prop the character floats into the air to meet the prop on its way down. Nothing else untoward happens just that the character does a spot of levitation and gets out of position.



If the prop is "standable" then this sounds like expected behaviour. Standable props do not lie on top of characters (because the characters do not have physics), and we can't leave it with the character in the middle of the object, so the character "pops up" on top of the prop as the bottom of the prop collides with the character's head.

When the object is moved or made "non-standable" the character should pop back down. Is this consistent with what you are seeing?
2012/1/19 17:57:33
Feedback Thread - v0.19b release (January 2012). RockosFP wrote:
Damn this place has changed a lot. Muvizu runs better for me then before. I noticed improvement in FPS while I used it. Was it optimized? Other then that, everything is perfect. A minor bug is that the game freezes randomly on my end. Anyone else encounter random freezes?



If running on a well-configured up-to-date machine, I don't think Muvizu will regularly crash or lock up. Very occasionally perhaps but it seems to be relatively stable software at the moment (as far as I'm aware anyway).

Perhaps you could try my advice here:

http://www.muvizu.com/Forum/topic1159-avoiding-random-crashes.aspx

The specific versions mentioned will be out of date now but it's possible that your machine just needs a bit of an update here and there...

The only other possibility is that Muvizu is somehow unhappy with your hardware configuration, so let us know if software updates don't fix this (you could also try uninstalling and re-installing Muvizu).
2012/1/17 15:06:43
Feedback Thread - v0.19b release (January 2012). CrazyDave wrote:
ukBerty wrote:
Thanks for the new version - always good to get new stuff.

I do have a major issue with it though -


I switch from lit to unlit mode all the time as my sets are fairly complex and most work has to be done in unlit mode to keep the speed up. Now when you switch to lit mode it comes up with the "compiling shaders" message - presumably this is for the toon shading. This compiling takes 20-40 seconds on most of my sets which is going to be fairly unusable.


Would it be possible to get rid of this as surely it only needs to recompile the shaders if I have changed to or from toon shading.


Berty
edited by ukBerty on 10/01/2012


You're right Berty, this is for the toon shaders and should only happen if switching from toon-shading mode to unlit mode or vice versa. We were not aware of this issue so thanks for pointing it out.


... and in fact I now have a way to switch to/from unlit mode from toon-shading without re-compiling. I hope to get it in the forthcoming release.
2012/1/11 11:56:05
Feedback Thread - v0.19b release (January 2012). ukBerty wrote:
Thanks for the new version - always good to get new stuff.

I do have a major issue with it though -


I switch from lit to unlit mode all the time as my sets are fairly complex and most work has to be done in unlit mode to keep the speed up. Now when you switch to lit mode it comes up with the "compiling shaders" message - presumably this is for the toon shading. This compiling takes 20-40 seconds on most of my sets which is going to be fairly unusable.


Would it be possible to get rid of this as surely it only needs to recompile the shaders if I have changed to or from toon shading.


Berty
edited by ukBerty on 10/01/2012


You're right Berty, this is for the toon shaders and should only happen if switching from toon-shading mode to unlit mode or vice versa. We were not aware of this issue so thanks for pointing it out.
2011/10/27 18:12:58
problem opening muvizu I would say £80 is far too much. You don't need anything high-end, but you'll struggle with a 6 year old card that was entry-level and underpowered at the time.


From http://www.techspot.com/review/15-visiontek-radeon-x1300-pci/page5.html


"Being the weakest weapon in the ATI arsenal does not exactly make the Radeon X1300 all that powerful. In fact the Radeon X1300 is painfully slow, despite offering playable performance in most games with minimal quality settings enabled at 1024x768."

On a budget, I'd go for something like this (£40).

http://www.amazon.co.uk/dp/B0037NYGM0/ref=asc_df_B0037NYGM04947549?smid=A3P5ROKL5A1OLE&tag=googlecouk06-21&linkCode=asn&creative=22206&creativeASIN=B0037NYGM0

I'm sure I could find something decent and modern for £20-30, but this one seems like a pretty good deal.

Saying all this, though, the X1300 SHOULD work. Have any of our users had success with a X1300?

Cheers, Dave.
edited by CrazyDave on 28/10/2011
2011/10/27 17:02:07
problem opening muvizu On another note, did you buy the card because we "advised" it? If so that is a shame: it's a very old card (6 years old design) and not very powerful either, I don't think you'll really enjoy the best experience using Muvizu with this card.

The reason that we list this card on the site is that this is the base requirement for running the Unreal Engine that Muvizu is based on. It should work, but I can't check this today as we do not have one. I've advised that we change the wording of our Download page to reflect this.
2011/10/27 16:26:39
problem opening muvizu ... and this, though you're probably up to date there anyways having Windows 7.

http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=35
edited by CrazyDave on 27/10/2011
2011/10/27 16:20:31
problem opening muvizu I don't think that that would help, but I don't really have any further suggestions until I can establish whether the application is working on one of our machines with a X1300 graphics card.

Make sure you have both of these installed:

http://www.microsoft.com/download/en/details.aspx?id=17718

and

http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=5582

Cheers, Dave.
2011/10/27 16:00:43
problem opening muvizu Hmmm... your graphics card should be fine (although it is the bare minimum that is supported). Have you updated your graphics card drivers recently?

http://support.amd.com/us/gpudownload/Pages/index.aspx



Also, you could try uninstalling and re-installing Muvizu (make sure you choose the .NET optional component). Also run windows update and install any Windows service packs available for your system.



I'm trying to locate a machine here with a X1300 card in it so I can check it at our end. I'll let you know how I get on.

Cheers, Dave.
2011/10/27 15:36:43
problem opening muvizu I'm not sure what you mean by "clicked on create animation". Does this happen as soon as you launch the application or later on?
edited by CrazyDave on 27/10/2011
2011/10/27 15:14:50
problem opening muvizu What graphics card do you have in your PC?

http://sketchup.google.com/support/bin/answer.py?answer=36253
2011/9/21 17:21:34
Feedback on Muvizu - 5th September 2011 (ENG) Although they're not linked to on the site, the old URLs still work:

http://www.muvizu.com/Download/MuvizuSetupDXDotNet_2011.09.05.01R.exe

and

http://www.muvizu.com/Download/MuvizuSetupDXDotNet_2011.09.05.01R_x64.exe
2011/9/21 16:53:29
Feedback on Muvizu - 5th September 2011 (ENG) I'm guessing that this is a hangover from the imported object problems from the previous release: that the broken objects that were imported into the old version and saved as sets are detected as problematic in the new version. Rather that failing to load the set however, it should just not load the broken objects...

This is only a semi-informed guess however, but imported objects are the only thing that is loaded with a set that has changed since the last version (to my knowledge).
pages: 1 2 3 4 5