Previewer 1.7 - Break it if you can!

 
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PostPosted: Tue Jan 18, 2005 6:40 pm    Post subject: Previewer 1.7 - Break it if you can! Reply with quote

OK - so you will be able to break it. You'll just have to try a lot harder now (we think/hope).

Not only does this new version of the previewer come with some nifty installer art (complete with version number - what an accomplishment!) but it also allows you to:

* Add FOG! to rooms
- There is a new section in the Room Edit Other tab that contains functionality for FOG on/off (check both buttons if you want it on), FOG distance and FOG color. Check it out - it is pretty cool.

* Add Fog Overrides for textures for all products
- This is especially handy if you want your FOG color to match up with your background or sky texture - but don't want the background or sky texture to actually be affected by the fog. Check out Buckstars and/or the Raft room for examples of this at work.

* Add Texture Animation for all products
- Each texture panel in every product type now has functionality for texture animation. Although I will include more detailed notes on how to use this new feature, you can do things like Scroll or Cycle. For Scrolling, you can set the speed and the X/Y direction. For Cycling, you can set the Cell size, the amount of Cells and the number of frames per Cell (tho, the text for # of Cells is buggy right now and usually reads "0 of Cells" - we just didn't think this was enough to hold up 1.7)

* Add Camera Takes for Action products
- YOU now have the power to make sure folks see your cool Action products with Camera Takes. Found in the Action Editor header, the Camera Take Parameters allow you to turn the Take on/off, delay the start of the Take, set the duration of the Take, set the Distance of the Take Camera from the avatar's head bone and the hieght offset of same. This allows you to make very subtle animations that pack a very powerful punch as you get in close but would otherwise not be seen in the normal product.

* Add extra window with URL of your choice to room products
- Found in the Edit Other tab for Room products, you can attach a seperate window to your room product by typing in the Attached URL and then setting the width and height of the attached window. NEATO!

* Use the most recent revision of the camera system:
- Mouse still allows full zoom and rotation
- Arrow keys control incremental X-axis rotation and zoom
- Ctrl+arrow keys control Pan
- Ctrl+Shift+arrow keys control X and Z axis rotation
- Shift+arrow keys swap preset room cameras

* Specify BackDrop Room products
- Also found in the Edit Other tab for Room products, the BackDrop Room check box influences the camera behavior in your room product in that it inhibits rotation, pan and full zoom. You may still switch between preset cameras and zoom from the Camera position to the target position.

* Add .CloseUp nodes in Rooms
- Sometimes you want both the perfect shot AND a good close up shot when zoomed in. As some of you room Developers know, this is not always achievable with the two node system (camera and cameraTarget) so we added .CloseUp nodes! Naming a dummy node camera.01.01.root.CloseUp then parenting it to Skeleton.node, you are overriding the zoom target. Now, instead of just zooming in to the Target node (which is the default behavior), the camera will zoom in to your .CloseUp node. Check out the Snowy Mountains or Toony Dessert BD rooms by IMVU inc. for examples of this feature. You can see default camera start to zoom in straight and then pan more towards the avatars.

So....have some fun! I can not WAIT to see what you guys do with this new stuff!!! and, really, let us know if anything is broken.
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Jinx

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PostPosted: Tue Jan 18, 2005 11:31 pm    Post subject: Reply with quote

Oh, so much to absorb...ouchie my brain!!! And I want to play with it but I can't right now, I shouldn't even be posting right now Sad

You people and your fancy-schmancy upgrades.
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BansheeKate

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PostPosted: Wed Jan 19, 2005 2:30 am    Post subject: Reply with quote

oh wow! uh......yeah! wow!

I have to wait until Thursday to get it. I'll be a little up in the air til then.



I am partially, sidewise-like understanding some of what I read there. Smile
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PostPosted: Tue Jan 25, 2005 4:16 am    Post subject: Reply with quote

I'm having problems with the previewer crashing--think I may have broken it LOL Also the example files do not match the files on the items that are in catalog to be derived from...many are very different from what they are listed as. I'm still looking for the Runniz_Atlantis file to derive a pair of shoes from...it comes out a naked skin (#228) rather than shoes. Anyone know what the correct # should be?

Thanks!
DreamWeaver
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PostPosted: Tue Jan 25, 2005 4:38 pm    Post subject: Reply with quote

Hey all,

I worked this one out with Dreamweaver. The Runniz shoes were, indeed, loading in the previewer. However, she was new to the previewer then and did not understand that you could scroll around in the texture editing panel. So, whe she saw the naked skin texture that is part of the shoes product, she assumed (as would I have) that the shoes product had not loaded.

Just an FYI on why there are so many naked skin textures in all of our products: we're perverts. Ha. Seriously - it has to do with how the various pieces of the avatar bodies are broken up. The Urbanette's legs are broken up into two pieces: legs and shoes. The "shoes" part is broken off at the ankle. This means that the shoes in this case actually contain geometry that is meant to be avatar skin - which is why the CFL contains the skin texture reference. At runtime, all of the various uses of the skin texture are amalgamated into a single use. And there you go...
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Jinx

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PostPosted: Wed Feb 02, 2005 5:41 pm    Post subject: Reply with quote

Animated texture are soooooo cool!!!! Now, can we have triggerable animated textures? That would be awesome...like imagine a smiley face tshirt that animates to stick its tongue out when you trigger it!...or about a zillion other possibilities!

Oh, I also wanted to say...hurray that Dreamweaver's previewer problems are over! I can see she is submitting great stuff already.

Now I am going to start thinking of how I would like to use that feature to add an extra window....
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Jinx

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PostPosted: Wed Feb 02, 2005 10:48 pm    Post subject: Reply with quote

AHHHHHHH!

So, I installed the 1.7 previewer on a different computer than the one I normally use the previewer on, and I was submitting stuff with it and I was really liking it...so I thought...what the heck? I am going to install it on my main Previewer-using computer. So bold! So daring!

Well, I like the way the previewer lets you zoom around with the mouse now, but it won't let me do ctrl-shift-uparrow, and it's a major bummer because I am trying to make chokers for the urbanette, and she has a pretty fat head, so I am trying to get a good angle for taking a screencap of the choker, and I think that thing could be a little bigger and a little lower anyway but GEEEEEZ why did you take away ctrl-shift-uparrow? I am very //////////sad and frustrated over this!!!!



...and the moral of the story is probably something about avatars with freakishly large heads not wearing chokers Sad
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PostPosted: Thu Feb 03, 2005 11:00 pm    Post subject: Reply with quote

Hey Jinx,

So sorry about the camera confusion. We haven't done a very good job of messaging all of the new camera functionality.

I wrote this in another forum that you might not have seen but - the new cameras do, indeed, allow you to pan.
As of the date of this post, the cameras work as follows:

Arrow keys move in fixed increments around the camera's target node.
CTRL+Arrow keys pan the camera.
Shift+Arrow keys hop from one MAX camera to the next.
Shift+Ctrl+Arrow keys rotates the camera.
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Jinx

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PostPosted: Sat Feb 05, 2005 10:47 am    Post subject: Reply with quote

Hmmm, I did sort of figure that out by accident, but I must say...the new way the previewer works is driving me batty. I was trying to decide if it was just because it was new and different and I kept pressing buttons that had the totally wrong effect for what I was trying to do, and that may be partly it, but I have submitted quite a few items with it and I am still not used to it Sad it just does not seem intuitive to me and I keep pressing buttons where I almost had the avatar to the spot I wanted to say, zoom in on a pair of shoes, and all of a sudden I hit something and the upper torso zooms in or the whole body zooms back out or something. Probably I am just being stupid about it, like the button on my Canon camera where over and over again I turn the camera off instead of taking the picture because both buttons are right there and I guess that one just feels like the right button to me, but if I can be stupid about it, I'm sure other people can, too.

Hey, and where did all the triggers go? The avatar just keeps randomly moving around...usually to some position that messes up the shot I spent so long positioning...and I can't even force it to do a pose. I guess it is not a big deal when you are making the geometry for an item, because you can just take your screenshots in 3ds Max, where you have total control over the angle and your avatar never shifts around, but when you are painting someone else's item and you have to take your preview pics in the previewer it's a damn pain IMO.

Okay, I'm done complaining for a lil' while. Oh, and for what it's worth...I really like my Canon camera...I actually used to use someone else's for the LONGEST time and so I knew I had that problem with the power/take picture button, and yet I still bought one of my own cuz it's otherwise totally nifty. So you know...I guess the previewer is like that too...the preview pics thing is driving me crazy, but overall it r0x0r.
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PostPosted: Mon Feb 14, 2005 5:38 pm    Post subject: Reply with quote

Hey Jinx - although the new previewer, v1.7.1, does not change anything having to do with the cameras, you should check it out.

WRT the avatars and triggers, the overall load/run time of IMVU was too great for our tastes. So, we took out all of the embedded animations for the avatars and productized them. This made the avatars MUI faster for load time and far less of a drain at run time...so we made the sacrifice. No animals were harmed during this sacrifice.
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