<?xml version="1.0"?>
<rss version="2.0">
<channel>
<title>Forum - Feedback - Global scale option - Messages</title>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<description>Forum - Feedback - Global scale option - Messages</description>
<language>en-us</language>
<docs>http://blogs.law.harvard.edu/tech/rss</docs>
<generator>Jitbit AspNetForum</generator>
<pubDate>Wed, 02 Mar 2016 15:21:29 GMT</pubDate>
<lastBuildDate>Wed, 02 Mar 2016 15:21:29 GMT</lastBuildDate>
<item>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<title>Message from mrmuviz</title>
<description><![CDATA[Looks good Braj<img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Wed, 02 Mar 2016 15:21:29 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<title>Message from braj</title>
<description><![CDATA[OK, well, I did a test, I think it looks OK, this is a castle I'll be using with a character reduced to the smallest possible in Muvizu, for these sorts of establishing scene, I think the textures are OK. So I think I have my solution, this will be an island surrounded by mountains in the heart of an ancient volcano, where a dragon lives with a werewolf. No mountains yet, everything is a work in progress with me. <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/vfzliLclmCM?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Wed, 02 Mar 2016 01:29:55 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<title>Message from braj</title>
<description><![CDATA[<b>ziggy72</b> wrote:<br/><div class='quote'>You can't turn the clipping off on the skydome - that's the edge of the (Muvizu) universe.  You can reduce collision in the models to allow you to poke them through the skydome - for backdrops close to the edge I sometimes just a low collision cube, stretched out like a backdrop, with only one face showing anything.  I can poke it through the skydome up till I hit the collision box. </div> <br/>  <br/> Ah I'll work on that. But I've had castles with tiny .001 scale collision that get all messed up because they are too tall. And using Muvizu's backdrops still get stuck in the sides. One thing I was considering is just shrinking the scale of everything else, though I don't know properly what that would do in practice, it would be hard to keep everything in proper perspective I think when working with large scenes, and cameras may get wacky because of the scale.]]></description>
<pubDate>Tue, 01 Mar 2016 22:28:16 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<title>Message from ziggy72</title>
<description><![CDATA[You can't turn the clipping off on the skydome - that's the edge of the (Muvizu) universe.  You can reduce collision in the models to allow you to poke them through the skydome - for backdrops close to the edge I sometimes just a low collision cube, stretched out like a backdrop, with only one face showing anything.  I can poke it through the skydome up till I hit the collision box.]]></description>
<pubDate>Tue, 01 Mar 2016 22:14:00 GMT</pubDate>
</item>
<item>
<link>http://www.muvizu.com/Forum/topic5565-global-scale-option.aspx</link>
<title>Message from braj</title>
<description><![CDATA[I find myself needing to reduce character sizes when working with large props to get them to a scale that can fit in Muvizu, it would be really great if we had some sort of global scale, maybe just for characters to adjust their relative size. Alternately, if there were a way to turn clipping in the skydome off, we would be able to get objects to the margins of the scene better, allowing larger structures. I imagine that is easier to implement. Basically, I want to use bigger, taller props. I am making scenes with mountains, castles and stuff.]]></description>
<pubDate>Tue, 01 Mar 2016 19:05:18 GMT</pubDate>
</item>
</channel>
</rss>
