marietto2008 - all messages by user

2016/12/31 16:30:34
how to import a character created in blender I think that the muvizu characters are good only for certain kind of animations,not for everything. They make me laugh and I think I can use them to animate grotesque / comic stories ; the big eyes that come out of their orbits,the clumsy bodies are nice,but not for serious stories. Anyway,can you give me more informations about the tecnique that you said before ? I'm a newbie in the animation area,what's mean "export them as green screen video which can be merged with your Muvizu output in a video editor" ? do you have some tutorial to suggest me to learn this tecnique ? thanks.
edited by marietto2008 on 31/12/2016
2016/12/31 11:08:43
how to import a character created in blender I think that the company does not want that we use external characters because the business behind muvizu is kept alive by the custom assets. Anyway,I think that this is not the only way to make business....
edited by marietto2008 on 31/12/2016
2016/12/30 21:15:36
how to import a character created in blender ....or it's possible to attach a new head to the character ????
2016/12/30 20:41:04
how to import a character created in blender ok. man. Please,watch this tutorial :



the author has attached a lot of different objects to the head and to the arms of the characters,but he has not explained how to do it. So,the idea,it the same as before : to create the different parts of a character such as the arms,the head and the legs in blender and then attach them to the rig that muvizu uses to move the character,as you see on the video above. Is this possible ? how can I do it ?
edited by marietto2008 on 30/12/2016
2016/12/30 19:52:17
how to import a character created in blender Hello to everyone,

I became a muvizu play+ subscriber from some day and I know blender a little. I'm trying to export a character created in blender to Muvizu. After having looked for some "ready to go" tutorial or for some relevant informations on internet I reached a conclusion : there are a lot of confused informations all around. The methods used produce different situations depending if you want to export in obj or ase or fbx. The best tutorial found is this :



in addition to what explained in the tutorial,I saved the textures used to uv map the character in the same folder as the exported FBX file. What's the result of this ? It's not so good,because as soon as I import the fbx file into muvizu,it happens that :

1) the textures looks bad
2) I can't place the character in the front position

This is how it looks :

https://postimg.org/image/5nykqok59/

so,how can I explain the problems explained above ? thanks.
2013/3/23 8:00:37
Use unreal maps with Muvizu... Is there a MUVIZU video tutorial that explains collisions ?
2013/3/22 23:13:04
Use unreal maps with Muvizu... Since the epic_citadel.ase file is too large,I thought to reduce the complexity by importing the main components of the city in a separate way. I can the split the city piece by piece and I can export one ASE file for each part of it,then I will import the separated ASE files inside MUVIZU. Problem is that I don't know how to cut the city in small parts because it is a very complicated project,check by yourself :

www.montedivenere.it/images/Cittadella.jpg

If I cut the city in a wrong way,the file will be not accepted by SketchUP anymore...any ideas ?
edited by marietto2008 on 22/03/2013
2013/3/21 20:49:52
Use unreal maps with Muvizu... I have a problem. The exported ASE file of the epic citadel is 300 mb large. Instead,the original OBJ file is 60 MB. When I try to import it inside MUVIZU it says that the memory is not enough. What should I do ?
2013/3/21 16:14:58
Use unreal maps with Muvizu... Hello. Yes. I've got a map from unreal UDK,I've converted the map from udk to obj and now I'm trying to import it with google sketchUP. When the operation will be complete (its very slow : do you know a faster way ?) I will export the map to ASE and I will import it into MUVIZU. What's the advantage of all these complicated steps ? That I have access to a large database of nice maps...
edited by marietto2008 on 21/03/2013
2013/3/21 11:14:43
Use unreal maps with Muvizu... Hello boys. Since Muvizu has been built from unreal engine,can I use / create unreal tournament 3d maps ? Where can I find them ?
2013/3/17 12:35:24
muvizu and quidam studio What do you think about this ?

http://www.evermotion.org/tutorials/show/7906/quidam-studio-3

It would be a good thing the integration between muvizu and quidam. Do you think that is possible ? Thanks.
2013/3/16 9:12:00
adapt prebuilt 3d cities environment with muvizu Anyway,this kind of product is valid when we want to make move the character on the external places,but what happens when we need to move it inside the closed spaces like inside buildings ? Is there a product that fix this need ?
2013/3/15 20:35:57
adapt prebuilt 3d cities environment with muvizu read very well. it says : Element v1.5 Required.


I hope that Element v.1.5 is not required to run the metropolitan pack...
2013/3/15 16:42:28
adapt prebuilt 3d cities environment with muvizu Hello. I'm a muvizu lover. I would like to build a cartoon. Since I don't have so much time to build a whole environment,I've tought to use something like this :

https://www.videocopilot.net/products/3d/metropolitan/

I would like if I can use it with muvizu and if there are similar products all around. Thanks.
edited by marietto2008 on 15/03/2013
edited by marietto2008 on 15/03/2013
2012/8/23 16:22:24
Missing menu entries trying to export .ase texture Hello. Thanks for your help. I imported the house in pieces. I imported succesfully everything,the ground,the first floor,the ceiling and the second floor. Everytime I imported a piece I saved the scene as a set file on muvizu. I saved everything expect the second floor. So the bug is there. I'm sending to : bugs@muvizu.com the ase file of that object.

EDIT : I have built again the second floor and the error is gone....
edited by marietto2008 on 23/08/2012
edited by marietto2008 on 23/08/2012
2012/8/23 12:37:14
Missing menu entries trying to export .ase texture oh noo. I've imported everything and I tried to save the scene,but it says that the operation can't be done because an unknown error :


edited by marietto2008 on 23/08/2012
2012/8/23 11:55:32
Missing menu entries trying to export .ase texture pressing Q before importing always works. thanks.
edited by marietto2008 on 23/08/2012
2012/8/22 16:52:08
Missing menu entries trying to export .ase texture I did as you said,but I can't export the B08 texture. As you can see the "export texture" entry is not there :


I've exported the Stone_Flagstone_Ashlar.jpg texture succesfully and I renamed it to "pavimento.jpg".
But when I try to import the floor of my house with Muvizu,using this .ase file :


house9.ase :


*3DSMAX_ASCIIEXPORT
*COMMENT "HardPCM'S ASE output, Using HSKP2UNR.rb Plugin for Sketchup "
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "HSKP2UNR_Tex"
*MATERIAL_CLASS "Multi/Sub-Object"
*NUMSUBMTLS 1
*SUBMATERIAL 0 {
*MATERIAL_NAME "pavimento"
*MATERIAL_CLASS "Standard"
*MAP_DIFFUSE {
*MAP_CLASS "Bitmap"
*BITMAP "C:\Users\mario\Desktop\Muvizu\Casa\pavimento.jpg"
*UVW_U_OFFSET 0.0
*UVW_V_OFFSET 0.0
*UVW_U_TILING 1.0
*UVW_V_TILING 1.0
}
}
}
}
*GEOMOBJECT {
*NODE_NAME "pCubeShape1"
*NODE_TM {
*NODE_NAME "pCubeShape1"
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 24
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 +00164.736328 +00240.887207 +00018.250000
*MESH_VERTEX 1 -00250.013672 -00150.112793 +00018.250000
*MESH_VERTEX 2 -00250.013672 +00240.887207 +00018.250000
*MESH_VERTEX 3 +00164.736328 -00150.112793 +00018.250000
*MESH_VERTEX 4 -00250.013672 +00240.887207 +00037.750000
*MESH_VERTEX 5 -00250.013672 -00150.112793 +00018.250000
*MESH_VERTEX 6 -00250.013672 -00150.112793 +00037.750000
*MESH_VERTEX 7 -00250.013672 +00240.887207 +00018.250000
*MESH_VERTEX 8 -00250.013672 +00240.887207 +00037.750000
*MESH_VERTEX 9 +00164.736328 +00240.887207 +00018.250000
*MESH_VERTEX 10 -00250.013672 +00240.887207 +00018.250000
*MESH_VERTEX 11 +00164.736328 +00240.887207 +00037.750000
*MESH_VERTEX 12 +00164.736328 +00240.887207 +00018.250000
*MESH_VERTEX 13 +00164.736328 -00150.112793 +00037.750000
*MESH_VERTEX 14 +00164.736328 -00150.112793 +00018.250000
*MESH_VERTEX 15 +00164.736328 +00240.887207 +00037.750000
*MESH_VERTEX 16 +00164.736328 -00150.112793 +00037.750000
*MESH_VERTEX 17 -00250.013672 -00150.112793 +00018.250000
*MESH_VERTEX 18 +00164.736328 -00150.112793 +00018.250000
*MESH_VERTEX 19 -00250.013672 -00150.112793 +00037.750000
*MESH_VERTEX 20 +00164.736328 -00150.112793 +00037.750000
*MESH_VERTEX 21 -00250.013672 +00240.887207 +00037.750000
*MESH_VERTEX 22 -00250.013672 -00150.112793 +00037.750000
*MESH_VERTEX 23 +00164.736328 +00240.887207 +00037.750000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 1 C: 2 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1: A: 1 B: 0 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 2: A: 4 B: 5 C: 6 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 3: A: 5 B: 4 C: 7 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 4: A: 8 B: 9 C: 10 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 5: A: 9 B: 8 C: 11 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 6: A: 12 B: 13 C: 14 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 7: A: 13 B: 12 C: 15 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 8: A: 16 B: 17 C: 18 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 9: A: 17 B: 16 C: 19 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 10: A: 20 B: 21 C: 22 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 11: A: 21 B: 20 C: 23 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 24
*MESH_TVERTLIST {
*MESH_TVERT 0 -00164.736630 +00240.887679 0.000000
*MESH_TVERT 1 +00250.013370 -00150.112321 0.000000
*MESH_TVERT 2 +00250.013370 +00240.887679 0.000000
*MESH_TVERT 3 -00164.736630 -00150.112321 0.000000
*MESH_TVERT 4 -00240.887679 +00037.750000 0.000000
*MESH_TVERT 5 +00150.112321 +00018.250000 0.000000
*MESH_TVERT 6 +00150.112321 +00037.750000 0.000000
*MESH_TVERT 7 -00240.887679 +00018.250000 0.000000
*MESH_TVERT 8 +00250.013370 +00037.750000 0.000000
*MESH_TVERT 9 -00164.736630 +00018.250000 0.000000
*MESH_TVERT 10 +00250.013370 +00018.250000 0.000000
*MESH_TVERT 11 -00164.736630 +00037.750000 0.000000
*MESH_TVERT 12 +00240.887679 +00018.250000 0.000000
*MESH_TVERT 13 -00150.112321 +00037.750000 0.000000
*MESH_TVERT 14 -00150.112321 +00018.250000 0.000000
*MESH_TVERT 15 +00240.887679 +00037.750000 0.000000
*MESH_TVERT 16 +00164.736630 +00037.750000 0.000000
*MESH_TVERT 17 -00250.013370 +00018.250000 0.000000
*MESH_TVERT 18 +00164.736630 +00018.250000 0.000000
*MESH_TVERT 19 -00250.013370 +00037.750000 0.000000
*MESH_TVERT 20 +00164.736630 -00150.112321 0.000000
*MESH_TVERT 21 -00250.013370 +00240.887679 0.000000
*MESH_TVERT 22 -00250.013370 -00150.112321 0.000000
*MESH_TVERT 23 +00164.736630 +00240.887679 0.000000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 0 1 2
*MESH_TFACE 1 1 0 3
*MESH_TFACE 2 4 5 6
*MESH_TFACE 3 5 4 7
*MESH_TFACE 4 8 9 10
*MESH_TFACE 5 9 8 11
*MESH_TFACE 6 12 13 14
*MESH_TFACE 7 13 12 15
*MESH_TFACE 8 16 17 18
*MESH_TFACE 9 17 16 19
*MESH_TFACE 10 20 21 22
*MESH_TFACE 11 21 20 23
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 1 +00000.000000 +00000.000000 -00001.000000
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*MESH_FACENORMAL 1 +00000.000000 +00000.000000 -00001.000000
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*MESH_VERTEXNORMAL 0 +00000.000000 +00000.000000 -00001.000000
*MESH_VERTEXNORMAL 3 +00000.000000 +00000.000000 -00001.000000
*MESH_FACENORMAL 2 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 4 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 5 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 6 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 3 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 5 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 4 -00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 7 -00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 4 -00000.000000 +00001.000000 +00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 +00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 +00000.000000
*MESH_VERTEXNORMAL 10 -00000.000000 +00001.000000 +00000.000000
*MESH_FACENORMAL 5 -00000.000000 +00001.000000 +00000.000000
*MESH_VERTEXNORMAL 9 -00000.000000 +00001.000000 +00000.000000
*MESH_VERTEXNORMAL 8 -00000.000000 +00001.000000 +00000.000000
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*MESH_FACENORMAL 6 +00001.000000 +00000.000000 +00000.000000
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*MESH_VERTEXNORMAL 13 +00001.000000 +00000.000000 +00000.000000
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*MESH_VERTEXNORMAL 12 +00001.000000 +00000.000000 +00000.000000
*MESH_VERTEXNORMAL 15 +00001.000000 +00000.000000 +00000.000000
*MESH_FACENORMAL 8 -00000.000000 -00001.000000 -00000.000000
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}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 0
}

muvizu gives this error :



translated it is : the object that you are trying to import is too big or it has been kept out of the scene.
2012/8/22 15:39:55
Missing menu entries trying to export .ase texture Hello to everybody.

I'm doing the monalisa smile project on my own following the instructions included inside the video. I've just finished re-building the house. Now I'm trying to export the texture related to the .ase file and I don't know how to do it,because on my sketchup there are some missing menu entries. Where I can find these entries ? You can see the screenshots attached to understand better the situation. Thanks.

2012/8/2 19:10:56
Using Muvizu and Facegen modeller together... maybe some experienced user can explain better which kind of technically interactions there could be between Muvizu and Facegen...
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