Tutorial 1 – Using your own images
Moviestorm’s user interface allows you to change images on some objects, let objects play movies or sounds, as well as the usual options to change their size and colours. In the video below, we’ll show you how to get your own images into Moviestorm so that you can use them in your movies.
Tutorial 2 – Importing Sketchup Models
In this video, I’ll make a very simple house in Google Sketchup and then importing the model into Moviestorm via the Modders Workshop.
This is still quite a straight forward process, and can be attempted even if you are relatively new to Moviestorm. Obviously, we can’t offer advice on how to model your own content in Google Sketchup, but this tutorial should give you an idea of the conversion process required to use your models in Moviestorm.
A few things you should bear in mind when creating assets in this way.
Keep your polycount as low as possible – Sketchup models can quickly become quite complicated and computationally “heavy” to manipulate in real-time. It is very important that you create your assets with this in mind, otherwise you may find that your models quickly bring Moviestorm to a standstill.
Keep your naming convensions simple and accurate – it is very easy to lose track of assets that you have created so a concise naming system will help you to identify your assets quickly and easily.
Using other 3D packages
In the following videos, we’ll talk you through converting your own 3D models so that they can be used in Moviestorm.
These tutorials are aimed at the more advanced users, and assume that you have a basic knowledge of 3D before starting. Our art team use 3D Studio Max to generate our models, so all of the tutorials in this section will start in Max, before being converted in the Modders Workshop for use within Moviestorm (visit the forums to find out how to convert models from different 3D packages).
Tutorial 3 – Scene Props
In this first Advanced Modding Tutorial we are going to take a look at the processes involved in getting a simple prop out of 3DS Max 2008 and into Moviestorm via the Modders Workshop.
Tutorial 4 – Gestures
In this second Advanced Modding Tutorial, we’ll take a look at how to export a gesture from 3D Studio Max so that it can be used in Moviestorm, and accessed from the Gestures Library.
Tutorial 5 – Held Props
In this third Advanced Modding Tutorial, we’ll show how to export a prop from 3D Studio Max so that our characters will be able to interact with the prop in a Moviestorm Scene.
Tutorial 6 – Costumes
In the following tutorial, we’ll outline the process of exporting a costume from 3D Studio Max into Moviestorm, via the Modders Workshop.
By using this type of workflow, you can use similar techniques to get your own costumes from your 3D package of choice into Moviestorm, for truely unique characters.
Tutorial 7 – Accessories
In the following tutorial, we show the process of exporting some character accessories (in the shape of a bracelet and a hat) from 3D Studio Max. This tutorial explains how to get the assets into Moviestorm via the Modders Workshop.
Tutorial 8 – Animations
This tutorial guides you through the process of exporting character animations from 3D Studio Max and importing them into Moviestorm via the Modders Workshop.