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<title>Forum - Feedback - The newest Muvizu release... - Messages</title>
<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<description>Forum - Feedback - The newest Muvizu release... - Messages</description>
<language>en-us</language>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
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<pubDate>Mon, 20 Jun 2011 11:10:50 GMT</pubDate>
<lastBuildDate>Mon, 20 Jun 2011 11:10:50 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from pyrrho</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'> <br/>  <br/> Can I campaign to have a new release sooner than later to resolve at least the lighting if not the 64 bit issues <br/>  <br/> Berty </div> <br/>  <br/> I'd like to campaign for more Beware the Pie-style comedy. :-)]]></description>
<pubDate>Mon, 20 Jun 2011 11:10:50 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from mcmillan-ra</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>Can I campaign to have a new release sooner than later to resolve at least the lighting if not the 64 bit issues as it's all getting a bit messy. <br/>  <br/> Whinge, whinge, whinge......... <br/> Berty </div> <br/>  <br/> The next release will be out towards the end of next month, and will have Dave's shadow intensity slider and will fix the 64-bit performance thing too. Honest.  <br/>  <br/> Also, don't think of it as whinging, more as providing valuable feedback. <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 20 Jun 2011 10:38:51 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[Just to let the devs know..... <br/>  <br/> I'm afraid I now have 3 versions of Muvizu on my machine :- <br/>  <br/> New 64 bit - I never use this as it's too slow <br/> New 32 bit - I use this for most scenes <br/> Old 32 bit - I had had to re-install this to make any scenes during daylight. Unfortunately the shadows produced by the new version are so weak they are almost not there and consequently the output lacks depth. I have had to us the "spotdark" light in a couple of scenes to create shadows myself on the new version! <br/>  <br/> Obviously I lose access to the new animations and the .set files aren't backwards compatible. The main thing I miss is the anti-aliasing.  <br/>  <br/> Can I campaign to have a new release sooner than later to resolve at least the lighting if not the 64 bit issues as it's all getting a bit messy. <br/>  <br/> Whinge, whinge, whinge......... <br/>  <br/> Berty]]></description>
<pubDate>Mon, 20 Jun 2011 07:14:28 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[<b>toonarama</b> wrote:<br/><div class='quote'>Has the time come for 2 versions of Muvizu?  </div>  <br/>  <br/> With a little luck, such a day will never come.]]></description>
<pubDate>Fri, 17 Jun 2011 22:21:35 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from toonarama</title>
<description><![CDATA[Has the time come for 2 versions of Muvizu? <br/>   A simple free one to encourage younger and newer users to use it and  <br/>   A paid for one (not too much though!) which is more complex to use but which can incorporate some more advanced features? <br/>  <br/> Just a thought.]]></description>
<pubDate>Fri, 17 Jun 2011 21:55:45 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Dreeko</title>
<description><![CDATA[Totally agree <br/>  <br/> The positioning of the character on the set should not affect how you see them when in edit mode.]]></description>
<pubDate>Fri, 17 Jun 2011 10:48:40 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from ukBerty</title>
<description><![CDATA[And whilst I'm moaning <img src="images/smilies/smile.gif" border=0 /> ....... <br/>  <br/> This one is a new phenomena - but I'm not sure when it came in. <br/>  <br/> Sometimes when you right mouse on a character to edit them (nice long swoop down !) you end up in their chest. You can pivot around but can never actually see their head. <br/>  <br/> Again, I'm trying to work out the rules, but moving the character somewhere else to edit them normally sorts the issue out, but then you have to reposition them. <br/>  <br/> I'll send in a .set next time it happens (which is quite often). <br/>  <br/> Cheers <br/>  <br/> Berty]]></description>
<pubDate>Fri, 17 Jun 2011 06:12:40 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'> it will be in the next release <img src="images/smilies/thumb.gif" border="0" alt="Thumbs Up" /> </div>  <br/>  <br/> WOOHOO! <img src="images/smilies/32308364851.gif" border="0" alt="Applause" />]]></description>
<pubDate>Thu, 16 Jun 2011 12:43:26 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Marco_D</title>
<description><![CDATA[Hey Dreeko, <br/>  <br/> Thanks for letting us know. <br/> We have spotted a problem with the 64 bit after a few reports and we will make sure it's fixed in the next release. <br/>  <br/> Cheers, <br/> M]]></description>
<pubDate>Thu, 16 Jun 2011 12:43:22 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Dreeko</title>
<description><![CDATA[just letting you know that I also have had to change to the 32 bit version due to  muvizu slowing down so much that it was becoming near impossible to do what i wanted. <br/> Everything fine now though! <br/>  <br/> D]]></description>
<pubDate>Thu, 16 Jun 2011 12:18:31 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from CrazyDave</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'>Well Dave, my apologies as it looks like I sent you on a wild goose chase. </div> <br/>  <br/> No problem, just glad to get clarity on the issue! <br/>  <br/> I've been busy this week and have submitted a "shadow intensity slider" to our testing devils. Unless they can find something hideously wrong with it, it will be in the next release <img src="images/smilies/thumb.gif" border="0" alt="Thumbs Up" />]]></description>
<pubDate>Tue, 07 Jun 2011 13:13:52 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>freakmoomin</b> wrote:<br/><div class='quote'>yeah i must admit, the shadows being so light is a bit of a problem.....an intensity shadow slider would be great but even just having the shadow darker by default like before is better than the way it is just now. <br/>  <br/> its pretty hard to get any depth in a scene without good shadows. </div> <br/>  <br/> Agreed. The new version with it's New found smoothness really needs decent shadows to make the most of it]]></description>
<pubDate>Thu, 02 Jun 2011 10:23:29 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from freakmoomin</title>
<description><![CDATA[yeah i must admit, the shadows being so light is a bit of a problem.....an intensity shadow slider would be great but even just having the shadow darker by default like before is better than the way it is just now. <br/>  <br/> its pretty hard to get any depth in a scene without good shadows.]]></description>
<pubDate>Thu, 02 Jun 2011 10:03:36 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[Well Dave, my apologies as it looks like I sent you on a wild goose chase.  Sure enough, this time I looked closely and indeed the shadow was there and more spread out.  It just became so hard to see the only shadow I saw was the one directly beneath the objects from the regular environment lighting. <br/>  <br/> <img src="images/smilies/13523300456.gif" border="0" alt="Logic" />]]></description>
<pubDate>Wed, 01 Jun 2011 12:58:23 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'>I just checked this again and it's definitely the reverse:  Individual Shadows made the shadow sit in one spot without respect to where the light or object was.  Non Individual Shadow works more accurately. </div> <br/>  <br/>  <br/> Hi Danimal, I'm having trouble understanding what you mean, but I'm interested to know! <br/>  <br/> I took screenshots to illustrate what I am trying to describe. <br/>  <br/> In the non-individual (default) shadow, the shadow is smaller and restricted to an area that is mostly below the object. Interestingly, if the light was below the object then the shadow would still be cast downwards (this is the bug that is now fixed at my end). <br/>  <br/> The individual shadow however is larger and more spread out. Given the actual positions of light and object in my scene, this is "correct" behaviour. <br/>  <br/> Please let me know if I'm missing something here. <br/>  <br/> Cheers, Dave.<a href="http://upload.yomego.com/files.php?file=cc5df499682a1034a5a3eac0ca499a08814a53c8" target="_blank"><img src="http://upload.yomego.com/files.php?file=cc5df499682a1034a5a3eac0ca499a08814a53c8" border="0"></a> <br/> <em>edited by CrazyDave on 01/06/2011</em>]]></description>
<pubDate>Wed, 01 Jun 2011 11:31:34 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'>p.s. Setting "individual shadows" on your lights should give more correct shadow shape in the current public release. </div> <br/> I just checked this again and it's definitely the reverse:  Individual Shadows made the shadow sit in one spot without respect to where the light or object was.  Non Individual Shadow works more accurately. <br/>  <br/> I also agree on the shadow intensity slider.  The shadows in the new version are practically undetectible, and it was the excellent use of shadows that made the program always look so great!]]></description>
<pubDate>Wed, 01 Jun 2011 01:50:22 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'>Cool, looks like we may need some kind of adjustable shadow darkness/intensity slider: one that would preferably work on both individual and non-individual shadows in a uniform way </div> <br/> Yes, yes and yes again!!!]]></description>
<pubDate>Tue, 31 May 2011 21:54:41 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'>In other words, no matter where I moved the light or the object the shadow stayed directly below it. </div> <br/>  <br/> Yeah, the non-individual shadows have always had this problem. It's now fixed internally and I expect it to be in the next release <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> <br/>  <br/> p.s. Setting "individual shadows" on your lights should give more correct shadow shape in the current public release. <br/> edited by CrazyDave on 31/05/2011 <br/> <em>edited by CrazyDave on 31/05/2011</em>]]></description>
<pubDate>Tue, 31 May 2011 18:00:25 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>Dave, <br/>  <br/> Thanks for coming back to me. The individual shadow used to give you a really dark shadow which you could use in bright sunlight scenes. <br/>  <br/> Here's the scene I'm just redoing at the moment. There is a single light a long way away with individual shadow turned on, to represent the sun. <br/>  <br/> <a href="http://www.imagebam.com/image/d32bec134636167" target="_blank" rel="nofollow">http://www.imagebam.com/image/d32bec134636167</a> <br/>  <br/> (I have changed the background, sky and codec in between old and new) <br/>  <br/> See the old one on the left  - notice the car's shadow in particular. With the new version although the shadow is better defined it is much weaker and consequently does not look as good. <br/>  <br/> Cheers <br/>  <br/> Berty <br/> edited by ukBerty on 31/05/2011 </div> <br/>  <br/>  <br/> Cool, looks like we may need some kind of adjustable shadow darkness/intensity slider: one that would preferably work on both individual and non-individual shadows in a uniform way. I'll investigate the possibilities... <br/>  <br/> Thanks for the input :-) <br/>  <br/> Dave.]]></description>
<pubDate>Tue, 31 May 2011 17:57:30 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>when we animate a character's actions and have them moving forward they still perform the actions as they travel. </div>  <br/>  <br/> I get it now, yes, you're stuck with the action of walking, nothing else for the arms to do.  It's funny too because when I first saw the actions I thought "just what Dreeko wanted!  Except no dragon!"  I guess it wasn't. <br/>  <br/> As for the Individual Shadows, I have never used them before because they were too bold and distracting.  I did try it just this morning though and noticed that the perspecitves seemed off.  In other words, no matter where I moved the light or the object the shadow stayed directly below it.  Again, not much of a concern for me as I always leave the box unticked, just thought I'd mention it.]]></description>
<pubDate>Tue, 31 May 2011 17:55:18 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Dave, <br/>  <br/> Thanks for coming back to me. The individual shadow used to give you a really dark shadow which you could use in bright sunlight scenes. <br/>  <br/> Here's the scene I'm just redoing at the moment. There is a single light a long way away with individual shadow turned on, to represent the sun. <br/>  <br/> <a href="http://www.imagebam.com/image/4c7c39134635141" target="_blank" rel="nofollow">http://www.imagebam.com/image/4c7c39134635141</a> <br/>  <br/> (I have changed the background, sky and codec in between old and new) <br/>  <br/> See the old one on the left  - notice the car's shadow in particular. With the new version although the shadow is better defined it is much weaker and consequently does not look as good. <br/>  <br/> Cheers <br/>  <br/> Berty <br/> <em>edited by ukBerty on 31/05/2011</em>]]></description>
<pubDate>Tue, 31 May 2011 17:49:32 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[just checked out the walking/running on the spot option for character actions. It's good to have but I  would really like it to be a mode that simply stops a character from moving physicaly forward but still has the character acting as if he is moving (as if on a treadmill). <br/>  <br/> when we animate a character's actions and have them moving forward they still perform the actions as they travel. I still want to be able to do this but have the little guys moving on the spot when required. <br/>  <br/> cheers <br/>  <br/> D]]></description>
<pubDate>Tue, 31 May 2011 17:03:07 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'>Whilst we're talking lighting...... <br/>  <br/> It appears that the "individual shadow" button now has virtually no effect - this is a real shame as scenes set in daylight are now looking a bit bland. <br/>  <br/> Berty </div> <br/>  <br/>  <br/> I'm not sure what you mean here. If you have one object and two lights then click "individual shadow" for both lights then it casts two separate shadows (like a football player under floodlights). With this option un-ticked for both lights, the shadows are combined into a single shadow (this helps a LOT with performance on sets with large numbers of lights and also stops the scene getting cluttered with many overlapping shadows). <br/>  <br/> Previously, the  "individual shadow" option had an unwanted side-effect: the individual shadows appeared darker and somehow "granier" then the non-individual ones. This was a bug and has now been fixed: the shadows now look similar to each other in terms of colour and quality. This is the desired behaviour and any accidentally useful behaviour seen previously will be gone. <br/>  <br/> I hope this explains the situation from my end, but I'd be interested to know what it was about the old individual shadows that was useful when constructing your lighting (e.g you mention scenes set in daylight). It might be possible to re-introduce the desired behaviour as an extension to the current set up. <br/>  <br/>  <br/> Cheers, David. <br/> <em>edited by CrazyDave on 31/05/2011</em>]]></description>
<pubDate>Tue, 31 May 2011 16:36:48 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Whilst we're talking lighting...... <br/>  <br/> It appears that the "individual shadow" button now has virtually no effect - this is a real shame as scenes set in daylight are now looking a bit bland. <br/>  <br/> Let me know if I need to give an example movie as I'm sure it's not right. <br/>  <br/> Also, has anyone else had speed issues with the 64bit version - I've had to drop back to the new 32 bit version to get anything done ! Again do the devs want some .set files to have a look ? <br/>  <br/> Cheers <br/>  <br/> Berty]]></description>
<pubDate>Tue, 31 May 2011 16:27:01 GMT</pubDate>
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<title>Message from Marco_D</title>
<description><![CDATA[Hey guys, <br/>  <br/> If you are having problems with the brightness, one of the things you can do is use the scene manager window to turn down the brightness of all the lights. <br/> Of course if you have specific settings on one of the lights, this won't help much. <br/>  <br/> Press Ctrl+W and select the lights tab, select all the actors on that tab and click the edit button. <br/> This way you will be able to use the brightness slider for all the lights. <br/>  <br/> I hope this helps a bit. <br/>  <br/> Cheers, <br/> Marco]]></description>
<pubDate>Tue, 31 May 2011 15:52:33 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'> <br/> No probs Dave <br/> It's all for the greater good I'm sure! <br/>  </div> <br/>  <br/>  <br/> Yes it is! :-)]]></description>
<pubDate>Tue, 31 May 2011 15:01:20 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>CrazyDave</b> wrote:<br/><div class='quote'>Hi Dreeko,  <br/>  <br/> With regards the differences in the lighting engine... The code within the lighting engine has changed subtly with the Engine upgrade, and it turns out that subtle changes in the lighting engine can have un-subtle effects on the lighting of an entire scene. I was aware of this and tried to calibrate the lights in such a way that in general, lighting on most scenes is roughly the same as the previous version. <br/>  <br/> It was impossible to get this exactly right however and so a certain amount of tweaking will be necessary when loading old sets in order to get it "just right". It's the same for colour/contrast/brightness on camera post-process effects: as the calculation method has changed (and improved!) it introduces backward-compatibility issues that can be unfeasible to fix. <br/>  <br/> Cheers, Dave. </div> <br/>  <br/> No probs Dave <br/> It's all for the greater good I'm sure!]]></description>
<pubDate>Tue, 31 May 2011 14:59:58 GMT</pubDate>
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<title>Message from Dreeko</title>
<description><![CDATA[<b>Danimal</b> wrote:<br/><div class='quote'><b>Dreeko</b> wrote:<br/><div class='quote'>PS: Any chance of my ancient request for a walking on the spot mode making it into the next version? </div> <br/> There are two new actions in the update called "walk on the spot" and "run on the spot" under Themes --&gt;Miscellaneous.  I think this would do what you wanted as you could then have them in front of a moving background, yes? </div> <br/>  <br/> Oooo never noticed I'll need to check it out later! <br/> Thanks for pointing it out! <br/>  <br/> D]]></description>
<pubDate>Tue, 31 May 2011 14:38:41 GMT</pubDate>
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<title>Message from CrazyDave</title>
<description><![CDATA[Hi Dreeko,  <br/>  <br/> With regards the differences in the lighting engine... The code within the lighting engine has changed subtly with the Engine upgrade, and it turns out that subtle changes in the lighting engine can have un-subtle effects on the lighting of an entire scene. I was aware of this and tried to calibrate the lights in such a way that in general, lighting on most scenes is roughly the same as the previous version. <br/>  <br/> It was impossible to get this exactly right however and so a certain amount of tweaking will be necessary when loading old sets in order to get it "just right". It's the same for colour/contrast/brightness on camera post-process effects: as the calculation method has changed (and improved!) it introduces backward-compatibility issues that can be unfeasible to fix. <br/>  <br/> Cheers, Dave.]]></description>
<pubDate>Tue, 31 May 2011 13:00:13 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[<b>Dreeko</b> wrote:<br/><div class='quote'>PS: Any chance of my ancient request for a walking on the spot mode making it into the next version? </div> <br/> There are two new actions in the update called "walk on the spot" and "run on the spot" under Themes --&gt;Miscellaneous.  I think this would do what you wanted as you could then have them in front of a moving background, yes?]]></description>
<pubDate>Tue, 31 May 2011 12:38:45 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Dreeko</title>
<description><![CDATA[Hi folks  <br/>  <br/> I've been pottering around with the new Muvizu (the 64 bit beasty) <br/>  <br/> Very Nice <br/>  <br/> I love the wobbly mode. Hats of to the animators on that one. <br/> The swaying foliage is a bit odd looking though, it reminds me of the sit-on toys you see in kids play parks. you know the ones where the child sits on a seat which is supported by a spring (see below) <br/> <a href="http://img32.imageshack.us/img32/7185/b44c116b43f24f24bb6ae59.png" target="_blank"><img src="http://img32.imageshack.us/img32/7185/b44c116b43f24f24bb6ae59.png" border="0"></a> <br/>  <br/> I aint seen any plants or grass that move around like that. <br/>  <br/>  <br/> I have also experienced the same problems with the brightness of sets with the new version (see below) <br/> <a href="http://35.imagebam.com/download/ASTTRGMlBDST0UjFP3KCsw/13459/134589139/light+example.jpg" target="_blank"><img src="http://35.imagebam.com/download/ASTTRGMlBDST0UjFP3KCsw/13459/134589139/light+example.jpg" border="0"></a> <br/>  <br/> I've got to adjust the brightness of all lights and environments  on all sets which is a bit of a pain. <br/>  <br/> Also all my favourites have disappeared for characters etc which is probably due to the fact that i installed the new version in a different location from the old one. (something to keep i mind if you are thinking of doing the same.) <br/>  <br/> Great to see that animation options have been added to the brightness and colour of the environment. Maybe at some point when we animate lights/environments we could blend between colours over time rather than just 'click' blue, 'click' orange' etc <br/>  <br/> Texture on abstract objects will really make things easier, but I would have loved to see scaleable textures (uniform and non uniform) for backdrops. <br/>  <br/> All in, it's good to see new stuff added for us to play around with considering it is mainly an update to allow other updates. <br/>  <br/>  <br/> Can't wait to see what the new UI brings to the party <br/> All eyes on Neil now then eh?.....<img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Cheers <br/>  <br/> D <br/>  <br/>  <br/> PS: Any chance of my ancient request for a walking on the spot mode making it into the next version? <br/> <em>edited by Dreeko on 31/05/2011</em>]]></description>
<pubDate>Tue, 31 May 2011 12:07:15 GMT</pubDate>
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<title>Message from Luscan</title>
<description><![CDATA[<b>glasgowjim</b> wrote:<br/><div class='quote'>Windproof houses! Pfft, I didn't even have a house - I used to live in a hole in 't' middle of road! </div> <br/>  <br/> People might think Jim's joking here but I once asked him what street he grew up on in Glasgow he laughed mockingly and said "Street? Luscan, my boy, I grew up in the gutters and my mind refuses to leave!" <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Tue, 31 May 2011 10:47:59 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>glasgowjim</b> wrote:<br/><div class='quote'>Windproof houses! Pfft, I didn't even have a house - I used to live in a hole in 't' middle of road! </div> <br/>  <br/> We got evicted from our 'ole - there was 17 of us livin' in a shoebox.  You try tellin' the young people today that - they won't believe you. <br/>  <br/> (actually, there is another Monty Python sketch I was thinking of Muvizu'ing...d'ya think the BBC would mind? <img src="images/smilies/smile.gif" border=0 /> )]]></description>
<pubDate>Mon, 30 May 2011 23:17:32 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[Windproof houses! Pfft, I didn't even have a house - I used to live in a hole in 't' middle of road!]]></description>
<pubDate>Mon, 30 May 2011 18:12:12 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[<b>ukBerty</b> wrote:<br/><div class='quote'> <br/> I know it's windy up there, but surely not indoors?<img src="images/smilies/smile.gif" border=0 />  <br/>  <br/>  </div>  <br/>  <br/> depends what was eaten the night before...]]></description>
<pubDate>Mon, 30 May 2011 17:41:10 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[Could I make a request that the default setting on plants is not to sway ? <br/>  <br/> When I load my sets up everything is blowing in a force 10 gale - even the indoor pot plants ! <br/>  <br/> I know it's windy up there, but surely not indoors?<img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Berty <br/> <em>edited by ukBerty on 30/05/2011</em>]]></description>
<pubDate>Mon, 30 May 2011 17:04:10 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[After a bit of further experimentation with my other sets, I can't actually force the text/timeline overflow to happen - it seems to only happen sometimes - yeah, I know, random bugs are everybody's favourites <img src="images/smilies/banghead.gif" border="0" alt="Brick Wall" />. <br/>  <br/> One thing I did notice was that Muvizu still can't work out what resolution my desktop is in - it always defaults to some bizzare res like 984x738 when I'm running at 1024x768, and something different again when I'm running at 1280x768.  It's always done this before, but it's not a big problem, just a bit annoying.  And since it means I <i>always</i> have to change screen resolution, could this be a contributing factor in the overflow thing?  Just a thought.]]></description>
<pubDate>Fri, 27 May 2011 12:32:38 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[I've experienced the same thing as Ziggy with the content overflowing the floating windows. Everything is still accessible so it does not stop you doing anything.  <br/> I wasn't aware of doing anything to prompt it to do so - the window i was using was the character features.  <br/> Also (and i only tried this with one character therefore it may be a one-off). A "favourite" character i created in the old 32 bit version refused to load up in the new 64 bit version  <br/> Thanks  <br/> Toonarama <br/> <em>edited by toonarama on 27/05/2011</em>]]></description>
<pubDate>Fri, 27 May 2011 08:56:51 GMT</pubDate>
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<title>Message from mcmillan-ra</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>Okay, got another bug (stop groaning at the back!  Neil, come away from the door...<img src="images/smilies/smile.gif" border=0 />) <br/>  <br/> I load up a scene, and when I open the scene window, it says I've used 0% memory.  None.  I know 8Gb is quite a lot, but a scene still has to use something, don't it?  Also, the object list just keeps going out of it's list box, across the grey bit, and down off the screen.  Still works okay, but it looks a bit...wonky.  Might want to fix that.  <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Oh, almost forgot, all the timelines also run off the edge of the screen (to the right) outside the timeline box.  Again, they still work okay, but.... <br/> edited by ziggy72 on 26/05/2011 </div> <br/>  <br/> We might wanna, but - we might not. <img src="images/smilies/wink.gif" border=0 />  <br/>  <br/> No, only joking - we do - and when the new UI comes in that stuff will be fixed because it works in a completely different way.  <br/>  <br/> Did it happen after you'd locked your screen? Or has it always been like that? Sometimes something weird happens when the screen gets locked or there are display changes - the UI rendering in the engine goes a bit bonkers - and things end up not being masked - so you get things hanging over the edges and the like. Restarting the app should get rid of it.  <br/>  <br/> I'll check out the memory thing too.]]></description>
<pubDate>Fri, 27 May 2011 08:47:13 GMT</pubDate>
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<title>Message from 65Radius</title>
<description><![CDATA[So far, everything is perfect:  The 64 version runs smooth as silk, the cinepak codec I had has been replaced by a Matrox one, and the speed of recording is quite near real time. <br/>   The new animations look funny and fluid.  Thanks Muvizu!]]></description>
<pubDate>Fri, 27 May 2011 03:29:36 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Okay, got another bug (stop groaning at the back!  Neil, come away from the door...<img src="images/smilies/smile.gif" border=0 />) <br/>  <br/> I load up a scene, and when I open the scene window, it says I've used 0% memory.  None.  I know 8Gb is quite a lot, but a scene still has to use something, don't it?  Also, the object list just keeps going out of it's list box, across the grey bit, and down off the screen.  Still works okay, but it looks a bit...wonky.  Might want to fix that.  <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Oh, almost forgot, all the timelines also run off the edge of the screen (to the right) outside the timeline box.  Again, they still work okay, but.... <br/> <em>edited by ziggy72 on 26/05/2011</em>]]></description>
<pubDate>Thu, 26 May 2011 21:16:01 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[I'm still getting the same problem even if I change my Wave file to 16bit  <br/> It just crashes everytime, aaaaaaargh!!!]]></description>
<pubDate>Thu, 26 May 2011 18:59:06 GMT</pubDate>
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<title>Message from Emily</title>
<description><![CDATA[<b>toonarama</b> wrote:<br/><div class='quote'>And you can have BAD moving hair on a stationary character!<img src="images/smilies/smile.gif" border=0 /> <br/>   <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/4Maiqb3l10U?rel=0" frameborder="0" allowfullscreen></iframe></div> <br/> edited by toonarama on 25/05/2011 </div> <br/>  <br/>  <br/> Change the body to a browny-yellow colour and - voilà! - you have the perfect talking pineapple <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Thu, 26 May 2011 11:34:34 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[<b>Luscan</b> wrote:<br/><div class='quote'>]  <br/> That'll be it - many thanks! <br/> <em>edited by toonarama on 26/05/2011</em>]]></description>
<pubDate>Thu, 26 May 2011 11:23:59 GMT</pubDate>
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<title>Message from Luscan</title>
<description><![CDATA[<b>toonarama</b> wrote:<br/><div class='quote'>Noticed that all my codecs have disappeared when making video apart from 3 </div> <br/>  <br/> Hi toonarama. <br/>  <br/> If you've moved from using the 32 bit version of Muvizu to the 64 bit version of Muvizu you'll need to grab a 64 bit codec pack and install that too. I've put a link at the bottom of the post for the 64 bit KLite Codec pack. <br/>  <br/> Good luck, have fun and keep us posted <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> <a href="http://www.codecguide.com/klcp_64bit.htm" target="_blank" rel="nofollow">http://www.codecguide.com/klcp_64bit.htm</a>]]></description>
<pubDate>Thu, 26 May 2011 11:14:23 GMT</pubDate>
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<title>Message from claireq</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>G <br/> And then the inevitable request <img src="images/smilies/SHOCKED.gif" border="0" alt="Shock" />  No, no, not guns (again) but rather would it be possible to make the undercarriage on the jet removable, or be transparent, so it would look better in flight?  Same with the UFO actually. <br/>  </div> <br/>  <br/>  <br/> <a href="http://www.muvizu.com/forum/topic1076-new-objects.aspx?p=f#post5342" target="_blank" rel="nofollow">http://www.muvizu.com/forum/topic1076-new-objects.aspx?p=f#post5342</a> <br/>  <br/> UFO and jet with no undercarriage]]></description>
<pubDate>Thu, 26 May 2011 10:55:40 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Thanks Clair, will try it tonight]]></description>
<pubDate>Thu, 26 May 2011 10:44:20 GMT</pubDate>
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<title>Message from claireq</title>
<description><![CDATA[<b>artpen</b> wrote:<br/><div class='quote'>Hi team, great upgrade, just to note I downloaded the 32 bit and all that is not <br/> Working is the import sound file for dialog?  <br/> It starts to import but muvizu just dissapears with a message saying " Muvizu has  <br/> Stopped working " <br/> Any solutions oh great ones? <br/> edited by artpen on 26/05/2011 </div> <br/>  <br/> Hi Artpen <br/>  <br/> if you have a look at this forum thread <br/> <a href="http://www.muvizu.com/forum/topic1016-tech-help.aspx#post4862" target="_blank" rel="nofollow">http://www.muvizu.com/forum/topic1016-tech-help.aspx#post4862</a> <br/>  <br/> try what is suggested there and see if that works <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Claire]]></description>
<pubDate>Thu, 26 May 2011 10:24:37 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[Hi team, great upgrade, just to note I downloaded the 32 bit and all that is not <br/> Working is the import sound file for dialog?  <br/> It starts to import but muvizu just dissapears with a message saying " Muvizu has  <br/> Stopped working " <br/> Any solutions oh great ones? <br/> <em>edited by artpen on 26/05/2011</em>]]></description>
<pubDate>Thu, 26 May 2011 10:16:17 GMT</pubDate>
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<title>Message from rgrove</title>
<description><![CDATA[64-bit version is working fine for me on Windows 7 with fairly high ATI card. <img src="images/smilies/smile.gif" border=0 /> Really enjoying the new additions. Great work, guys. I'm sure there will be some bugs here and there, but you'll squash em! Thank you.]]></description>
<pubDate>Thu, 26 May 2011 06:25:30 GMT</pubDate>
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<title>Message from Danimal</title>
<description><![CDATA[I haven't noticed any of the glitches noted here, and importing an MP3 actually took LESS time.  I have only found one slight glitch and I'll start a new thread for it. <br/>  <br/> On the flip side, I love the new character movements. Simply awesome!  FINALLY, we can have a character laying down.  Whoops, hang on, I guess I have noticed a glitch then, which is the initial state overrides the preview, as Ziggy noted above.  Also the previews last about a millisecond before returning to the idle stance, but it's nothing too bad. <br/>  <br/> And hey, even the forum is different because the posting window doesn't double space automatically when you hit enter.  AND we've got a Facebook portal.  So many great changes... sensory... overload...]]></description>
<pubDate>Thu, 26 May 2011 02:56:08 GMT</pubDate>
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<title>Message from artpen</title>
<description><![CDATA[<img src="images/smilies/confused.gif" border="0" alt="Confused" /> Oh no! when I import a sound file for prepare Dialog,  Muvizu crashes......]]></description>
<pubDate>Thu, 26 May 2011 00:59:01 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[Noticed that all my codecs have disappeared when making video apart from 3]]></description>
<pubDate>Wed, 25 May 2011 23:01:43 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[When setting head movement to it's fastest setting the hair doesn't seem able to keep up with the movements - anybody else noticed this?]]></description>
<pubDate>Wed, 25 May 2011 22:52:28 GMT</pubDate>
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<title>Message from toonarama</title>
<description><![CDATA[And you can have BAD moving hair on a stationary character!<img src="images/smilies/smile.gif" border=0 />  <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/4Maiqb3l10U]?rel=0" frameborder="0" allowfullscreen></iframe></div>  <br/> edited by toonarama on 25/05/2011 <br/> <em>edited by toonarama on 27/05/2011</em>]]></description>
<pubDate>Wed, 25 May 2011 22:37:03 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[The hardware requirements are almost the same - the only real difference being the need for a Pixel Shader 3.0 graphics card.  <br/>  <br/> Pixel shader 3.0 was introduced with the GeForce 6, ATI Radeon x1300 and Intel GMA x3000 so any card above that should be able to start Muvizu, but obviously the amount of memory it has and the more modern it is will make a difference to performance.]]></description>
<pubDate>Wed, 25 May 2011 19:16:13 GMT</pubDate>
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<title>Message from ccliffy</title>
<description><![CDATA[does new version have same hardware requirements?]]></description>
<pubDate>Wed, 25 May 2011 18:59:36 GMT</pubDate>
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<title>Message from glasgowjim</title>
<description><![CDATA[I haven't been able to use the new version yet (thanks to a graphics-card related mishap) but I know from when I was testing the object importing that cars can cause crashes as they are actually pretty complicated with lots of curved surfaces and internal structures (seats etc.) - I would say that 80 percent of cars didn't import correctly and maybe 10% crashed as they were badly made models.]]></description>
<pubDate>Wed, 25 May 2011 18:50:07 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[Got the 64 bit version on my shiny new CPU, and it looks good! <br/> Nice to see you got the black light working <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> Also liked the scrapyard stuff, the swaying foliage (very handy), the new vehicles, the camera Horizontal/vertical flip (or was that there already and I just never noticed?), the ability to just type stuff in Muvizu letters (why didn't we think of that sooner?!  So bloody useful), the new zombie stuff, the helmets (Judge Dredd!!  LOL!), and the Look At speed control (subtle, nice one).  And the Muvizu flip seems to be gone!  I put a clock up on a wall, and it didn't start doing the limbo. <br/>  <br/> The only problem I noticed is when doing the Actions previews, the character's Initial state overrides the emotion of whatever Action you're doing.  Recorded okay, but previewed as happy/sad/angry or whatever I had the Initial state set to (e.g. so you can see him doing Angry actions with (Initail State) Sad face while previewing, but it just records as a standard Angry action and plays back okay.  Odd). <br/>  <br/> And then the inevitable request <img src="images/smilies/SHOCKED.gif" border="0" alt="Shock" />  No, no, not guns (again) but rather would it be possible to make the undercarriage on the jet removable, or be transparent, so it would look better in flight?  Same with the UFO actually. <br/>  <br/> Excellent stuff regardless, and I look forward to the inevitable wave of drunken zombie movies to come! <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 25 May 2011 17:05:41 GMT</pubDate>
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<title>Message from Quoling</title>
<description><![CDATA[<b>mcmillan-ra</b> wrote:<br/><div class='quote'> <br/> As Claire mentioned, we're doing a complete UI revamp for the next release. What do you want to happen, and we'll see what we can do (no promises)? Though - potentially there are problems depending on how your graphics card is setup.  <br/>  </div> <br/>  <br/> No more than has already been suggested in the forums <br/> <b>mcmillan-ra</b> wrote:<br/><div class='quote'> <br/> This release was only about updating the Unreal Engine, Morpheme, Scaleform and a few other bits and pieces. Which unfortunately took us a couple of months longer than anticipated. There are a few extra goodies in there - but this was really to allow us to improve the platform we're working on rather than add features.  <br/>  </div> <br/>  <br/> Yes I realise that...not a problem..just thought the IDE things were being done as well <br/>  <br/> <b>mcmillan-ra</b> wrote:<br/><div class='quote'> <br/> Finally, just to repeat Claire, if you still have problems importing the car, then let us know - if you want - you can send it to bugs@muvizu.com and we can see why it's not importing - and hopefully fix it in the next release. </div>  <br/>  <br/> That could well just be me - I just tried without really doing anything and it didn't work, so I really do need to look at it again to make sure I didn't forget to do anything.]]></description>
<pubDate>Wed, 25 May 2011 17:02:55 GMT</pubDate>
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<title>Message from mcmillan-ra</title>
<description><![CDATA[<b>Quoling</b> wrote:<br/><div class='quote'>Have got the 64 bit - must admit to being a little disapointed so far <img src="images/smilies/upset.gif" border=0 /> - I thought the "IDE" would be able to stretch across two screens - I have also just tried to import a simple sketchup model which crashed muvizu <img src="images/smilies/upset.gif" border=0 /> </div> <br/>  <br/> Hi Quoling,  <br/>  <br/> As Claire mentioned, we're doing a complete UI revamp for the next release. What do you want to happen, and we'll see what we can do (no promises)? Though - potentially there are problems depending on how your graphics card is setup.  <br/>  <br/> This release was only about updating the Unreal Engine, Morpheme, Scaleform and a few other bits and pieces. Which unfortunately took us a couple of months longer than anticipated. There are a few extra goodies in there - but this was really to allow us to improve the platform we're working on rather than add features. <br/>  <br/> Finally, just to repeat Claire, if you still have problems importing the car, then let us know - if you want - you can send it to bugs@muvizu.com and we can see why it's not importing - and hopefully fix it in the next release.]]></description>
<pubDate>Wed, 25 May 2011 16:55:39 GMT</pubDate>
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<title>Message from claireq</title>
<description><![CDATA[Oh I see. Well keep us updated with it.  <br/> The engine upgrade should be able to handle a lot more in regards to 3d model imports so should the problem still continue once you have had a look at it, just send us the model again and we will see what we can do <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 25 May 2011 16:31:07 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Quoling</title>
<description><![CDATA[<b>claireq</b> wrote:<br/><div class='quote'>As for the sketchup model, it wouldn't happen to be the "queen stage"? We have tried so hard to get this to import, (whipping Dave in the corner didn't help either :abuse<img src="images/smilies/smile.gif" border=0 /> but the thing is <b>HUGE! </b>it really needs to be broken up into smaller pieces in order for it to work. Sorry <img src="images/smilies/upset.gif" border=0 /> </div>  <br/>  <br/> No it wasn't - that loaded fine (eventually) - although only the one I uploaded onto the site which is not as big as the final version <img src="images/smilies/wink.gif" border=0 /> - I did actually have an email stating that the stage loaded now due to a bug fix.... <br/>  <br/> It was actually just a simple model of the General Lee from the Dukes of Hazzard - I will need to have another look when i get home. <br/> <em>edited by Quoling on 25/05/2011</em>]]></description>
<pubDate>Wed, 25 May 2011 16:23:18 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from claireq</title>
<description><![CDATA[<b>bigwally</b> wrote:<br/><div class='quote'> <br/> I hope you meant "watchable video". </div> <br/>  <br/> Yes watchable is a must of course!]]></description>
<pubDate>Wed, 25 May 2011 16:18:34 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from claireq</title>
<description><![CDATA[<b>Quoling</b> wrote:<br/><div class='quote'>Have got the 64 bit - must admit to being a little disapointed so far <img src="images/smilies/upset.gif" border=0 /> - I thought the "IDE" would be able to stretch across two screens - I have also just tried to import a simple sketchup model which crashed muvizu <img src="images/smilies/upset.gif" border=0 /> </div> <br/>  <br/> The next release (which we are already working on) will have an update to the UI which should hopefully let you do that. <br/> As for the sketchup model, it wouldn't happen to be the "queen stage"? We have tried so hard to get this to import, (whipping Dave in the corner didn't help either :abuse<img src="images/smilies/smile.gif" border=0 /> but the thing is <b>HUGE! </b>it really needs to be broken up into smaller pieces in order for it to work. Sorry <img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Wed, 25 May 2011 16:17:52 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from bigwally</title>
<description><![CDATA[<b>claireq</b> wrote:<br/><div class='quote'>Let's see who will be the first user to post a video using the new version! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" /> </div> <br/>  <br/> I hope you meant "watchable video".]]></description>
<pubDate>Wed, 25 May 2011 16:15:42 GMT</pubDate>
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<item>
<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from claireq</title>
<description><![CDATA[Let's see who will be the first user to post a video using the new version! <img src="images/smilies/biggrin.gif" border="0" alt="Big Grin" />]]></description>
<pubDate>Wed, 25 May 2011 16:13:07 GMT</pubDate>
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<item>
<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Quoling</title>
<description><![CDATA[Have got the 64 bit - must admit to being a little disapointed so far <img src="images/smilies/upset.gif" border=0 /> - I thought the "IDE" would be able to stretch across two screens - I have also just tried to import a simple sketchup model which crashed muvizu <img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Wed, 25 May 2011 16:07:37 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from Danimal</title>
<description><![CDATA[I'm downloading it too!  Oh wait no, I stuck at work... <img src="images/smilies/shakehead.gif" border="0" alt="shake head" />]]></description>
<pubDate>Wed, 25 May 2011 16:03:01 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from mysto</title>
<description><![CDATA[I'm downloading the 64bit version right now! YEAH BABY!!!]]></description>
<pubDate>Wed, 25 May 2011 15:51:54 GMT</pubDate>
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<link>http://www.muvizu.com/Forum/topic1069-the-newest-muvizu-release.aspx</link>
<title>Message from bigwally</title>
<description><![CDATA[The 'wobblies' and the dark lights are just what I needed to complete the Nick Danger videos I'm making.  Considering I will have 2 sets of characters fighting, simultaneously, against each other, it will be a blessing. With all the fights and sucker punches in the previous episodes, I could have used them earlier.  Great release! <br/> <em>edited by bigwally on 25/05/2011</em>]]></description>
<pubDate>Wed, 25 May 2011 15:50:09 GMT</pubDate>
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