If that made no sense, here's a translation for non-programmers. "Unused code made it go slow when you did stuff. Took out kludges & spaghetti and made it better."Well, I've had fun this week. I did some profiling and found that there were some very odd things going on. Why, for example, were there over 160,000 bounding boxes in a particular - fairly simply - scene? Why did the performance problems and crashes only happen when I switched views? And the like...You will be glad to know that I have answers to both of these and more. A few accidents, going back to last summer, resulted in some innocuous code being checked in. Innocent it looked. But it had the side-effect of adding multiple copies of objects to the scene when it was loaded or changed view. If you stayed in the set workshop though, you'd never see it. And in fact, I found two completely different areas of code where this was happening, leading to a seriously exponential over-allocation, gobbling of RAM, and also CPU cycles. I have removed the first offending item as it was an accident; and I have added extra bullet-proofing to stop the second happening.Thirdly, those 160,000 boxes came about as a result of some debug code that was used to test our snapping sockets. When you stacked objects, the collision detection system got a bit confused trying to partition things and got stuck in recursive hell. The code was unused anyway, and I have removed it.Lastly, I have made further modifications - I have speeded up some of the critical loops in the code, and also cut out a bunch of redundant work. The result is that movies load a bit faster, take significantly less memory, and render faster. We think that the performance reduction happened in the summer for release 1.4.1 - we had a few reports of sluggishness. If so, we should be nimbler now than we were then. You should see the results for the next release of the product.Toodle pip!
Monday, 24 January 2011
Bad code go away now
Monday, 6 December 2010
Julian's psychedelic sniperscope
- Autotoon. Like Cel Shading, only as a post-process. It's not quite as crisp'n'dry as the real thing, but if you only want one or two clips rendered 'toon-stylee, this will help.
- Binoculars. Wow! It's like looking through binoculars. Sort of.
- Binoculars (night). As above, but with fancy and gratuitously expensive night-vision goggles, and Moviestorm gives you it for free!
- Distort. Like looking through an old window. Or alternatively the effect that piece of out-of-date blue cheese that was left in the fridge had on you.
- Emboss. Grey. With lines. Kinda like you saw in Photoshop, but probably utterly not quite similar.
- Fisheye. View the scene as if it were on either the inside or the outside of a sphere (choose via the presets). Is this how a fish sees the world? Ask Spongebob!
- Frost. Brrr! It's frosty here in the U of K. And this filter... well it's more like pressing your face up onto a piece of frosted glass. Though it might depend on which flavour of frosting you were thinking of.
- Gradient tint. Adds a coloured tint from the top of the screen down, which is all but gone by the half-way point. Could be good for dramatic skies or alien worlds. Three different flavours to sink your synaesthetic teeth into.
- Overexposed. Replaces your screen with a static image of Justin Bieber. No! Seriously, before you ask for your money back, I'm kidding. Zealously boosts the contrast. Like looking at the heart of a star with a telescope. Three different types of blinding supplied, retinal implants not included.
- Psychedelia. Can't quite classify this and it gets varying results. But there's quite a bit of black and a lot of coloured lines that are rather pleasing on the eye (presuming you have any left after checking out "overexposed").
- Radial blur. Like your scene was a watercolour and you span it whilst still drying. You wouldn't catch Cezanne doing that, mind, but perhaps that's all the more reason to try.
- Sniper. Indulge your fantasy of assassinating Justin Bieber by combining a sniper filter and an overexposed filter. What's that you say? Nasty Jules won't let you combine filters? And there is no Justin Bieber filter anyway? Feel free to make a movie about shooting Jules then.
- Sniper (night). As above, but with less chance of getting shot back, but much colder too. Let's face it, sniping should be a summer activity.
Monday, 22 February 2010
Cutting Room View - new and totally redesigned
We're hard at work on the next big update right now, and it's going to be great. You see, we've made a few changes to Moviestorm's venerable Cutting Room View ... and when I say "we've made a few changes", what I mean is that we've spent months completely redesigning and improving the Cutting Room View, almost from the ground up. Here's how it looks in the current released version of Moviestorm (version 1.2.0.2):
And here's the same movie as it appears in our latest development snapshot.
There's a lot that's changed, so let's go through it one thing at a time.
The timeline
We've given the timeline more room on the screen, so it's easier to see what's going on. The way the tracks are used has changed as well, giving more prominence to the picture track. You'll notice that each item on the timeline has useful additional information. Movie footage clips now show their scene name as well as the camera name (so you'll never have to wonder "which Main Camera is this?" again). We've also added timecodes to the start and end of each clip. It's hard to describe how useful that is until you try it out, but it makes you wonder how you managed without it. The behaviour of objects on the timeline should be more logical, too, allowing you to drag objects to the timeline and have them snap into position, and allowing you to change the order of objects on the timeline without becoming hopelessly confused.
Objects on the timeline have a more logical colour scheme now. Shots from the same camera will share a common pastel colour. If you've added additional cameras, they'll each automatically get their own colour.
The preview window
Yes, it's smaller. That might seem like a step backwards, until you notice the extra button next to the playback controls. That triggers fullscreen mode (an entirely new View which allows you to watch your movie in all its glory, without any buttons and bits getting in the way).
The clip bin
Adding audio or images is easy with the new Cutting Room View. Just drag and drop from the new "clip bin" area to the timeline. The same drag-and-drop functionality is used to add your camera cuts to the timeline. The tab which contains your camera cuts was always pretty awkward. Once your movie gained more than about a half dozen shots, the list became pretty cluttered. Plus, it had those weird invisible '+' buttons. The Movie Footage tab in the clip bin contains all your camera cuts, from every camera in every scene, presented as a much more logical list of thumbnails. Each cut is timestamped so you can see exactly where it came from, and they're grouped according to scene and camera. There's no need to find the hidden button to add a clip to the timeline any more - just drag and drop.
Extra shiny bits
As well as all these improvements, we've also added some brand new features. The first is the Transitions tab, which allows you to choose from a list of different transition types for your shots. If you're like me, you'll use a straight cut most of the time. That's fine: just drag your clips to the timeline and Moviestorm will use a straight cut by default. Occasionally, though, you'll want to use a different transition - maybe a cross-fade, or a fade-through-black. For the first time, you can now do that within the Cutting Room View. Just drag the new transition onto the timeline. It'll snap into position between your two clips and will apply the appropriate transition in real-time.
Incidentally, that means that Moviestorm is playing back two pieces of action at the same time, and overlaying one onto the other (and that's real-time 3D events, not pre-rendered video clips). That's some seriously clever coding from Julian, Conor and the rest of the Engineering team.
Finally, and for the really fun eye candy, we're ready to release the filters which we've teased you with for so long. Filters are dragged onto clips, and can apply some subtle (and not-so-subtle) changes. Your external video editor might already have some filters, of course, and there's nothing to stop you using them in the same way you always have. The great thing about applying the filters within Moviestorm, though, is that we can use the 3D data from the movie to do things that a 2D filter simply couldn't achieve. Moviestorm's Fog filter, for example, will apply a stronger fog distortion the further away an object is from the camera.
So. That's the new Cutting Room View. We're still working on the final bits of tweaks and polish, but we're pretty confident that it'll be ready for the next major Moviestorm Release - version 1.3.
Big thanks - as always - to the members of the Moviestorm Pioneers Club, who have been helping us out with their opinions, suggestions and comments throughout the redesign process.
Thursday, 12 November 2009
Take thirty-seven... action!
Thursday, 25 June 2009
Moviestorm visual effects: making it wet
This is what happens when you make your movie black and white, add in some noise, throw in some rain, and put some ripple distortion on. It looks like an old movie, shot outdoors, and there's water all over the lens. Or looking out through a wet window onto a rain-soaked world. Or something. I'm sure you'll think of a way to use this kind of effect.
The possibilities for weird and wonderful visual styles from combining the different filters is huge. I can't wait to get these off Julian's desk and into a version I can play with, but it looks like that'll be quite a few weeks yet. Until then, I'll be as impatient as you!
Oh, wait, did we say rain? Yeah, there's rain too.
Wednesday, 24 June 2009
Moviestorm effects 11: Night
Anyway, here's a recap of the visual effects filters we've shown you so far:
Tuesday, 23 June 2009
Moviestorm effects 10: ripple
This one is a distortion effect similar to looking at someone through rippled glass or through water. It's the sort of thing you could use in dream sequences, for alien vision, or for looking out through the windows of a space suit. There are parameters that allow you to control the degree of distortion - turned up high, you get a strange fuzzy mess, or turned down low, you get something more like heat haze. Here it is with two different settings.
Friday, 19 June 2009
Moviestorm effects 9: camera shake
This doesn't actually move the camera - that would be a nightmare to edit with. What it does is to take the camera's nominal position and apply an offset to it. This has a whole bunch of controls, so you can change the amount of movement in either direction, the frequency of movement, and how juddery or smooth it is. This is one effect that you almost certainly don't want to apply across a whole scene (or across a whole movie), so this will also need start and end keyframes, which is going to require some additional user interface on the camera view.
Thursday, 18 June 2009
Moviestorm effects 8: bloom
Wednesday, 17 June 2009
Moviestorm effects 7: glow
If you really push the glow, you end up with something that's quite stylish, but it can easily be overdone.
Tuesday, 16 June 2009
Moviestorm effects 6: negative
Monday, 15 June 2009
Moviestorm effects 5: halftone
Friday, 12 June 2009
Moviestorm effects 4: the red dress
Or, if you prefer, we could go more Sin City, and do the same thing with cel shading turned on, like this.
Of course, it's not just clothing that will stand out - you could do the same with blood splatters, a red car, or anything else. We're aiming to add some options so that you could have green or blue stand out, but no promises on that. Any colour other than the three primaries is pretty much out of the question though.
Usual disclaimers apply: this is really early dev code, not representative of final quality, and we don't have a release date for it.
Thursday, 11 June 2009
Moviestorm effects 3: black and white
This filter doesn't have any options associated with it yet - it just strips out all the colour information.
Usual disclaimers apply: this is really early dev code, not representative of final quality, and we don't have a release date for it.
Wednesday, 10 June 2009
Moviestorm effects 2: Sepia
Tuesday, 9 June 2009
Moviestorm visual effects: night vision
So, quietly, Julian has been putting together a set of filters that can be used directly inside Moviestorm, with no need for an external editor. So far, we have eleven that we'll show you over the next couple of weeks.
When we've finished, you should (we stress, should) be able to overlay several filters on top of each other, and combine this with cel-shading as well. Quite how well this will work, we're not entirely sure yet, but you should be able to create some interesting looks. It will certainly hammer your performance, that much we do know!
Here's the basic test movie that we'll be using to demonstrate each of the filters. It's not exciting, but it'll give you an idea of what's coming up.
A few things to note: This is not representative of the final quality. This is really, really raw development code that we've grabbed straight off Julian's desk, and he hasn't actually finished writing it yet. That's why some of the movies don't fit nicely in the screen - there's a bug that can cause the filtered 2D image to resize when it's rendered - and you'll see walk marks in all the test movies too, which is part of the animation and nav mesh stuff that Mark's working on.
There's no user interface to any of the filters yet - it's all controlled from within the code by manually setting parameters, so it's nowhere near as fine-tuned as we'd like. (The jump at the beginning is just due to bad camerawork when we set up the test movie - that's not Julian's fault!)
And please remember - everything you see here is 100% pure Moviestorm. There's absolutely no post-processing at all. We haven't changed the lighting or any other settings. We've simply applied the filter and re-rendered the exact same footage.
As usual, we can't say when this will be released, but it certainly won't be 1.1.6, and 1.1.7 is highly unlikely too. Still, we're really excited by the possibilities these filters offer, and figured you'd like a look anyway. So here goes. Enjoy!
Effect #1: Night vision
First up, here's an effect we're all familiar with from countless movies: night vision. It's based on what you'd see through an image intensifier, a starlight scope, or perhaps seeing through a cat's eyes. This would also work well loaded onto a TV or computer screen for a surveillance camera effect. Optionally, you can add in noise, which gives you a slightly more authentic look.
Wednesday, 8 April 2009
Carrying a torch for Love(craft)
We know it's been pretty quiet around here recently. We're sorry about that - as Matt says, it's all Daves's fault (and yes, the pluralisation there is correct).
We're as busy as Santa's favourite elf on Christmas Eve here at Moviestorm Towers, putting the final touches on Moviestorm version 1.1.5 as well as working on several forthcoming Content Packs. We've already teased you with footage from some early development code for the Pyro pack - remember the rain and the fireworks? - but Julian, Ben and Chris have just shown me some new developments, also coming in Pyro, which were so pretty I had to share them with you. Ready for some Lovecraftian exploration?
| View the high-quality version at Moviestorm.co.uk |
"And when tales fly thick in the grottoes of tritons, and conches in seaweed cities blow wild tunes learned from the Elder Ones, then great eager vapours flock to heaven laden with lore; and Kingsport, nestling uneasy on its lesser cliffs below that awesome hanging sentinel of rock, sees oceanward only a mystic whiteness, as if the cliff's rim were the rim of all earth, and the solemn bells of the buoys tolled free in the aether of faery."
P.S. It's been brought to my attention that I should probably issue a public apology for the dreadfully tortured pun-laden title of this post. I hereby do so, unreservedly.
Tuesday, 20 January 2009
It's falling from the sky!
Or this.
And no, this is not a post effect. This is 100% pure Moviestorm. It does more than one type of precipitation too. Try these.
It's still fairly early days for this code, like yesterday's fireworks, so don't expect anything to be released too soon. But it's definitely on its way. OK, who's going to be the first to use the upcoming buildings and street dressing packs to do Singin' In the Rain? Look, we even have the little plant you need for this sequence...
Monday, 19 January 2009
Bad-a-boom!
Yep, it's the beginnings of a Moviestorm particle system. There's more in the works...
Tuesday, 25 November 2008
SketchUp-to-Moviestorm importer, anyone?



Google SketchUp has proven incredible popular since its launch. It's a fun and easy way to create 3D models, and the 3D Warehouse provides a seemingly-limitless amount of free content.
An easy SketchUp import tool is an oft-quoted request from Moviestormers. Some of you have even managed to painstakingly import some models yourselves using the Modder's Workshop and some techno-magical science, along with good old fashioned stubborn determination. We've wanted to include the ability to import SketchUp models into Moviestorm for quite some time, but it's no easy job. Luckily for all of us, engineer extraordinaire Julian proved up to the task.
We've still got a bit of polish to add to this tool, but it works, and it's almost idiot-proof. I managed to import the pizza, bridge and airliner above by doing little more than locating the .skp file with the Modder's Workshop and clicking "Go".
The models are imported as static objects (so you won't be able to attach any animations to them) but you can now create whatever content you need using SketchUp and have it appear in your movie in just a few clicks.
This is going to make a huge difference to the way you use Moviestorm. Now, not only can your set contain any set object in the Moviestorm library, it can also contain any object in the Google SketchUp Warehouse. That's a lot of additional content.
Expect to see this make an appearance (for Pioneers only, at least initially) in Moviestorm version 1.1.2, coming next week. Yes, really. None of our usual "when it's done, in about five years time" nonsense. This baby's ready to roll.









