Showing posts with label sneak peak. Show all posts
Showing posts with label sneak peak. Show all posts

Tuesday, 25 November 2008

SketchUp-to-Moviestorm importer, anyone?

Let's dispense with the pre-amble for this post, and get right to the good stuff. We have a SketchUp importer.




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.

Wednesday, 15 October 2008

There's a lady who's sure all that glitters is gold

Here at Moviestorm Towers, we get requests every day from users who desperately want a particular bit of functionality that we haven't yet implemented. We don't rest on our collective laurels when these requests arrive. There's a big database full of feature requests, to which each and every user request is diligently added. We're only a small team, so we can't do them all at once, however much we might want to.

There's always a list of Secret Things We're Working On And Are Not Allowed To Talk About. Sometimes, the upcoming secret stuff is just too cool, and one of us will drop a teasingly ambiguous hint or two in the forums. We love torturing you.

A lot of the things that are on your collective "I want this NOW" list are also on mine. One of the things that's been in the top three on my personal wishlist for several months is the ability for characters to walk up and down stairs.

I'm sure you've guessed what this blog post is about now. Take a look at this:



Those are stairs all right, and that's world-famous Moviestorm stock character Stu walking up them with the casual grace of a born catwalk superstar.

It's better than that, though. Mark's über coding skills mean that Stu's movement up the stairs is just a standard Moviestorm walk command. That means you can change the speed and watch Stu adapt his footfalls automatically:



You can even change the gait to make him limp up the stairs, or tip-toe, or any of the other standard walk gaits. He can even walk up the stairs backwards:



It's not limited to that one set of stairs, either. It works equally well if the stairs are curved. What's that you say? Spiral stairs? Sure.

Backwards? Erm, okay.

Whilst playing a guitar? If you absolutely insist:


All together now: "And she's buying a stairway to heaven ...[1]"

Now, before you all starting sending me private messages, the answer is "when it's good and ready and not before", and that won't be for a wee while yet. You'll just have to wait patiently like all the other boys and girls.

[1] For legal reasons, I'll have to ask you to hum along yourself. I'd hate to be accused of infringing copyright by reproducing the mighty Stairway, in any of its 100+ forms.

Monday, 13 October 2008

We've gone a bit batty. And cobwebby, and pumpkiny ...

Unless you're extremely naive or chronically forgetful, you'll already know that Halloween is on its way. Never one to miss out on an opportunity for silliness and costumes, we've got a fat Halloween-themed Content Pack almost ready for you.

We got pumpkins, bats and cobwebs.


We've got ghosts and coffins and candles.


Most excitingly of all from my point of view is the new grinning skull character head, which makes my Discworld fanboy bone go all tingly.



The Halloween Pack is a pet project of Chris_Ollis, who - not content with the many hours we force him to slave over a hot 3d modelling application - assembled the dozens of assets in this pack in his free time. So, if this little teaser whets your appetite at all, you can thank Chris.

All being well, we'll release this pack within the next few days. Of course (as regular readers will know) that's a hope rather than a promise. Still, as Death so aptly puts it

TIME IS ADJUSTABLE. IT'S NOT REALLY IMPORTANT. PEOPLE THINK IT'S IMPORTANT ONLY BECAUSE THEY INVENTED IT.