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		<title><![CDATA[Latest posts for the topic "Questions"]]></title>
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				<title>Questions</title>
				<description><![CDATA[  :twisted: I have a few questions about MovieStorm that others might also find useful.

1. I stopped making machinima movies and started using Virtual Stage and Moho because whatever I make I own. So my question: is this going to be like other game engines and the movies we create are not owned by us?

2. I read that MovieStorm is going to be Moddable, just how easy will modding be.

more questions to come.]]></description>
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				<pubDate><![CDATA[Thu, 19 Oct 2006 23:54:26]]> GMT</pubDate>
				<author><![CDATA[ cyber_faust69]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>cyber_faust69 wrote:</cite><br>
		<blockquote> :twisted: I have a few questions about MovieStorm that others might also find useful.

1. I stopped making machinima movies and started using Virtual Stage and Moho because whatever I make I own. So my question: is this going to be like other game engines and the movies we create are not owned by us?

2. I read that MovieStorm is going to be Moddable, just how easy will modding be.&nbsp;
		</blockquote>

Our intention 100% is that whatever you make with Moviestorm, you will own.  We're negotiating with the rights owners of all the third party software we're using to make sure that we can do this; all the assets supplied with Moviestorm (models, animations, sounds etc) are owned by us, and we will let you use those free of any restrictions.  We do not intend to have ANY ownership of the movies you make.

We're intending Moviestorm to be as moddable as possible.  How easy it is depends on what you want to do. We will publish details of how to create textures, models and animations for Moviestorm, and we are including a set of mod tools that will enable you to import them or to modify the way the existing assets are used.  We will also be publishing a set of APIs to allow serious coders to make drastic changes to the way Moviestorm works.  If all you want to do is, say, add a badge to a security guard's uniform, or create a road sign, that should be easy enough for most people.  If you're creating a set of unique dance animations, that's a much more complex process, but we're trying to make it as straightforward as possible for those who have the requisite skill and tools.

Hope that helps,]]></description>
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				<pubDate><![CDATA[Mon, 23 Oct 2006 08:35:58]]> GMT</pubDate>
				<author><![CDATA[ matt]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Matt, I like that answer ! Can't be too restrictive can you?]]></description>
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				<pubDate><![CDATA[Mon, 23 Oct 2006 23:40:59]]> GMT</pubDate>
				<author><![CDATA[ Anonymous]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[  :D Thanks Matt I am liking what you have to say, and looking forward to using Moviestorm when it comes out.]]></description>
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				<pubDate><![CDATA[Tue, 24 Oct 2006 01:11:12]]> GMT</pubDate>
				<author><![CDATA[ cyber_faust69]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Good deal, Matt. I think that this is the right approach and will only attrack more people to your program.  :) ]]></description>
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				<pubDate><![CDATA[Fri, 27 Oct 2006 21:04:46]]> GMT</pubDate>
				<author><![CDATA[ gToon]]></author>
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				<description><![CDATA[ A great deal indeed...and I'm sure gToon is right, it will be a big attraction to the program.  

Hi gToon, good ta see you again  :lol: 
 
ginger (aka Shygirl)  :D ]]></description>
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				<pubDate><![CDATA[Fri, 27 Oct 2006 21:59:06]]> GMT</pubDate>
				<author><![CDATA[ ginger]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ 
hi gtoon and shy - good to see familiar faces

<p></p>

		<cite>ginger wrote:</cite><br>
		<blockquote>A great deal indeed...and I'm sure gToon is right, it will be a big attraction to the program.  

Hi gToon, good ta see you again  :lol: 
 
ginger (aka Shygirl)  :D &nbsp;
		</blockquote>]]></description>
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				<pubDate><![CDATA[Fri, 27 Oct 2006 22:44:16]]> GMT</pubDate>
				<author><![CDATA[ aknzrdude]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ What a pleasant suprise! :D 

Glad to see you both again, ginder and aknzrdude. Should be fun going over this program together.]]></description>
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				<pubDate><![CDATA[Fri, 27 Oct 2006 23:36:28]]> GMT</pubDate>
				<author><![CDATA[ Anonymous]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[  :oops: That was me, Mr. Anonymous. Forgot to sign in. Jeesh..

I am glad to see you both here.]]></description>
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				<pubDate><![CDATA[Sat, 28 Oct 2006 08:23:20]]> GMT</pubDate>
				<author><![CDATA[ gToon]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Moho? not used it. Pros and cons?]]></description>
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				<pubDate><![CDATA[Sat, 9 Dec 2006 20:46:52]]> GMT</pubDate>
				<author><![CDATA[ DavidB]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ I was wondering if you will be setting up your marketplace to allow modelers and modders to sell through the site? It would be nice to be able to recoup a little for time spent... plus it would help you build up content- and nothing will help you grow faster than a large (and growing) selection of characters, locations and objects.

Since there will be a lot of people wanting to create machinima who don't have an affinity for creating the models, a catalog of thousands of items would be invaluable. The fastest way to get that large catalog is to let the community build a good portion of it... and you would take a (reasonable) cut of the transaction of course.]]></description>
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				<pubDate><![CDATA[Sat, 6 Jan 2007 16:53:49]]> GMT</pubDate>
				<author><![CDATA[ Clint]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ <p></p>

		<cite>Clint wrote:</cite><br>
		<blockquote>I was wondering if you will be setting up your marketplace to allow modelers and modders to sell through the site? It would be nice to be able to recoup a little for time spent... plus it would help you build up content- and nothing will help you grow faster than a large (and growing) selection of characters, locations and objects.

Since there will be a lot of people wanting to create machinima who don't have an affinity for creating the models, a catalog of thousands of items would be invaluable. The fastest way to get that large catalog is to let the community build a good portion of it... and you would take a (reasonable) cut of the transaction of course.&nbsp;
		</blockquote>

Hi Clint,

This is something we're planning for post-launch; we're very keen on allowing our users to interact with others, and feel this is a great way for machinimators to capitalise on their interest.

We're always open to ideas, however.

What would you like to see from this feature? What would you like to get out of it? What would you like the upload/download process to be like? How would you like to accept/recieve payments? Etc, etc.

Feel free to send me a PM if you'd rather not discuss it openly :)]]></description>
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				<pubDate><![CDATA[Mon, 8 Jan 2007 16:04:55]]> GMT</pubDate>
				<author><![CDATA[ Eddz]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Hi Eddz,

Good to hear that it is your plans, capitalism at his best is win win all around.

If you don't have a problem with open discussions I think it would be of benefit to everyone if it was carried out here where all and sundry can get some questions answered... even if they never knew they would be asking them until they are answered.

It would be nice if there were a few options in the asset creation and distribution arena.

The first level could be Creative Commons licensed so that the objects are given up freely to the community at large. A near neighbor to this would be the items that are kept inside the standard Copyright but freely downloadable... but remain completely owned by the original creator with the normal restrictions applying. It is always nice to give back to the community and there should be an easy way to do that.

One the commercial side of things, it gets tricky. I'd suggest trying to keep the minimum transaction down as low as possible so as to allow for simple little objects like a cellphone not to cost as much as a fully customized, textured and bumpmapped arm and leg. Whatever transaction fulfillment service you contract with will dictate how small the transaction can be before it becomes economically infeasible. An option to get around this is to allow the buyer to build up a credit balance with you by putting say $20 into their account with you and whittling away on that with $1 transactions?

It would also be nice to allow the creator to bundle objects into packages for special prices. They could build and bundle props from a fifties era and sell the lot of them for $75 rather than having 100 items for sale at $1 each.

Paypal would would probably be the most accepted medium of exchange and probably the easiest for you to get into. The merchant account for credit card transactions would probably be substantially different (read that as more expensive) than the one you will be getting for your own sales... but if you build up to where you hope to be then this will start to make more sense. Then again, if you kept the transactions simple, you might be able to use your merchant account and simply treat the creators the same way that Amazon treats their affiliates- where they dole out the accumulated money every month as long as it is above a certain amount. This could be as straight forward as cutting a check and mailing it via snail mail.

This does open that whole taxation can-o-worms but that is just the cost of doing business.

That was just some things off the top of my head and you've probably looked into each of those in greater depth already but that is my first $0.02.

Clint]]></description>
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				<pubDate><![CDATA[Mon, 8 Jan 2007 22:54:47]]> GMT</pubDate>
				<author><![CDATA[ Clint]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Not bad for $0.02

We are looking into the area in depth. It has clear benefits for all, so long as we do not lose sight of the core idea of "freedom to create"

A few of the big issues are being mauled to death by the "big brains" here:

1 - which DRM systems actually enable this, and where do they have to be put?

2 - can we take payments much smaller than $9.99 efficiently as the credit charge "charge backs" for any errors are so large?

3 - can we securely identify creators so they can be paid (yes, but what are the costs and requirements)?

4 - what if someone creates an asset for use in Moviestorm, but wants to collaborate with "friends" as well as sell the asset to "customers"?

5 - are we better off (or equally well off) looking at "premium members" who get advantages like regular downloads and advance / preview releases of assets and features?

All this, and more, on this channel. As soon as I have had more coffee and the next beta build is good and steady!]]></description>
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				<pubDate><![CDATA[Wed, 10 Jan 2007 22:16:56]]> GMT</pubDate>
				<author><![CDATA[ DavidB]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Thank you, cyber_faust69 for asking the question I had when I came here. And, Matt, thank you for giving me the answer I was looking for.

Owning one's own work is paramount. I'm seriously considering putting a hold on all of my major projects now being done in GTA:SA until I see what Moviestorm can do!]]></description>
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				<pubDate><![CDATA[Fri, 16 Feb 2007 07:44:59]]> GMT</pubDate>
				<author><![CDATA[ FLeeF]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>cyber_faust69 wrote:</cite><br>
		<blockquote>....started using Virtual Stage and Moho because whatever I make....&nbsp;
		</blockquote>

Can you tell us about these 2 bits of software? I have never heard of them.]]></description>
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				<pubDate><![CDATA[Sat, 17 Feb 2007 17:59:19]]> GMT</pubDate>
				<author><![CDATA[ steelblade]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>steelblade wrote:</cite><br>
		<blockquote><p></p>

		<cite>cyber_faust69 wrote:</cite><br>
		<blockquote>....started using Virtual Stage and Moho because whatever I make....&nbsp;
		</blockquote>

Can you tell us about these 2 bits of software? I have never heard of them.&nbsp;
		</blockquote>
I played with moho back around 1999. If I remember correctly it was a free 2D vector animation program that let you make character animations for Flash. I guess it may be totally different by now.

I found this review of virtual stage on Overman's Blog:

http://z-studios.com/blog/2006/02/18/review-virtual-stage-3/]]></description>
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				<pubDate><![CDATA[Sat, 17 Feb 2007 19:39:52]]> GMT</pubDate>
				<author><![CDATA[ FLeeF]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>FLeeF wrote:</cite><br>
		<blockquote>I played with moho back around 1999. If I remember correctly it was a free 2D vector animation program that let you make character animations for Flash. I guess it may be totally different by now.

I found this review of virtual stage on Overman's Blog:

http://z-studios.com/blog/2006/02/18/review-virtual-stage-3/&nbsp;
		</blockquote>

Thanks Fleef. I found moho this time around and it looks OK, but not great. Overman mentioned 'limited space' for VirtualStage, and that was enough to chase me off. Gonna be hard having an entire city getting et by little demons if all I can't encompass a goodly part of a city. :)]]></description>
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				<pubDate><![CDATA[Sat, 17 Feb 2007 21:02:05]]> GMT</pubDate>
				<author><![CDATA[ steelblade]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>steelblade wrote:</cite><br>
		<blockquote>Thanks Fleef. I found moho this time around and it looks OK, but not great. Overman mentioned 'limited space' for VirtualStage, and that was enough to chase me off. Gonna be hard having an entire city getting et by little demons if all I can't encompass a goodly part of a city. :)&nbsp;
		</blockquote>
That's why I love using GTA:SA for machinima! I've got the whole Green Acres theme song right at my fingertips.

I just finished downloading MS. It's time to tinker.]]></description>
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				<pubDate><![CDATA[Sat, 17 Feb 2007 21:29:55]]> GMT</pubDate>
				<author><![CDATA[ FLeeF]]></author>
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				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>FLeeF wrote:</cite><br>
		<blockquote><p></p>

		<cite>steelblade wrote:</cite><br>
		<blockquote>Thanks Fleef. I found moho this time around and it looks OK, but not great. Overman mentioned 'limited space' for VirtualStage, and that was enough to chase me off. Gonna be hard having an entire city getting et by little demons if all I can't encompass a goodly part of a city. :)&nbsp;
		</blockquote>
That's why I love using GTA:SA for machinima! I've got the whole Green Acres theme song right at my fingertips.

I just finished downloading MS. It's time to tinker.&nbsp;
		</blockquote>

:lol: So in GTA:SA you can have Arnold the pig eaten by monsters? :) ]]></description>
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				<pubDate><![CDATA[Sat, 17 Feb 2007 21:44:07]]> GMT</pubDate>
				<author><![CDATA[ steelblade]]></author>
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				<description><![CDATA[ <p></p>

		<cite>steelblade wrote:</cite><br>
		<blockquote>:lol: So in GTA:SA you can have Arnold the pig eaten by monsters? :) &nbsp;
		</blockquote>
Arnold <b>was</b> the monster. He ate Bugtussle and Hooterville, but spared Pettycoat Junction. :D ]]></description>
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				<pubDate><![CDATA[Sun, 18 Feb 2007 01:33:48]]> GMT</pubDate>
				<author><![CDATA[ FLeeF]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ that is officially the freekiest reply on this forum to date

 :mrgreen: ]]></description>
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				<pubDate><![CDATA[Sun, 18 Feb 2007 21:11:51]]> GMT</pubDate>
				<author><![CDATA[ DavidB]]></author>
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				<title>Questions</title>
				<description><![CDATA[ It's probably a bit late in the day to ask this now, but I'm new here, and wasn't around when the question was raised.

Regarding selling "assets" (props, sets, etc)... what's to stop someone buying said assets, then sharing them around with their friends?  Or, worse still, re-selling them on another site?

Not that I would ever sell an "asset" I'd create... I believe in sharing whatever I create with whomever wants it.  Just curous and a little concerned at this overt commercialism...]]></description>
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				<pubDate><![CDATA[Fri, 6 Apr 2007 16:46:46]]> GMT</pubDate>
				<author><![CDATA[ BiggsTrek]]></author>
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				<title>Re:Questions</title>
				<description><![CDATA[ Why concerned? Specific issues, or general principle

(also - if you want to give assets away, we might be able to help you: what if we could also provide ranking of talent, reviews, a market place, tracking of most popular downloads and the like? It could be up to you whether you charge, or not, but is it not right that we help you protect your copyright and track use? what if we could come up with a way for YOU to get a movie credit every time someone used an asset you created in their movie? )

But remember, we have to earn to eat. So we are not embarrassed about being commercially minded.]]></description>
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				<pubDate><![CDATA[Fri, 6 Apr 2007 17:40:50]]> GMT</pubDate>
				<author><![CDATA[ DavidB]]></author>
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				<description><![CDATA[ I think you might have taken my comment a little too seriously.  Or it could be that I am still thinking of this as 'a game', rather than a commercial venture (for me it's a hobby).

So with that in mind, no, I don't really have a problem with people profiting from what they create if that's what they want to do.  And I'm sure many will openly share their work as they do over at TMO, just for the fun of it.

And in the words of the great prophet:  "If I don't like it, I don't have to buy it."  (Don't ask who the prophet is... ;) )]]></description>
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				<pubDate><![CDATA[Fri, 6 Apr 2007 17:56:16]]> GMT</pubDate>
				<author><![CDATA[ BiggsTrek]]></author>
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				<description><![CDATA[ I'm really liking a lot of what I'm reading here (I'm quite the modding novice but anxious to learn).  I suppose a big question for me right now is (once the program releases) whether or not we can come to Moviestorm's forums for modding questions/advice/help?  (Will the help file help with modding/modeling quesitons?)

How much 3D modeling (if any) with the s/w can we do?  Can I model, say, spaceships? houses? change actors' faces/builds/heights?  Or do I need to obtain another s/w package? Can someone recommend a "good" one for a novice?

Another question might be if there is someplace where we can see a list of props/sets that will be immediately available on the program's release, and what there are plans for?  (That's just my anxious side speaking- sorry!)

Thanks!

(Re: Biggstrek's question, my problem is it seems if we buy a 3rd party model/set/whatever, we run the risk of not owning our movie?  I'm happy to pay for something I like (and respect the creator by not sharing the item), but if it negates a reason that drew me to this venture, I wonder how wise it would be for me to buy something in the first place?  Or are we talking about things bought from Moviestorm (not 3rd party), that you are letting us use freely? (for our use))]]></description>
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				<pubDate><![CDATA[Sat, 7 Apr 2007 06:17:18]]> GMT</pubDate>
				<author><![CDATA[ Fulkster]]></author>
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				<description><![CDATA[ <p></p>

		<cite>BiggsTrek wrote:</cite><br>
		<blockquote>I think you might have taken my comment a little too seriously.  Or it could be that I am still thinking of this as 'a game', rather than a commercial venture (for me it's a hobby).&nbsp;
		</blockquote>

I plead "13 years as an accountant" in my defence!

Sorry if it seemed too serious. I try not to be, except when talking to the bank or before my second cup of coffee.   8) 

It is one of our challenges: balancing the "fun" of machinima with the deadly serious artistic and creative ambitions of some of the users (and staff). I - personally - tend towards starting with the simplest, fun-nest things and building up from there. There is, always, a risk of over-complexity and over-engineering a solution, which is why we are so darned pleased that you are all in here helping us to keep the balance.]]></description>
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				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#1189</link>
				<pubDate><![CDATA[Sun, 8 Apr 2007 19:45:59]]> GMT</pubDate>
				<author><![CDATA[ DavidB]]></author>
			</item>
			<item>
				<title>Questions</title>
				<description><![CDATA[ Puting the commercial aspects of this application aside for now (though I do have other questions and thoughts that I'll ask/share at some time in the future)...

One of my pet peeves with Lionhead's product was something very basic that it lacked, and that was prop placement.  Sure I could place props here and there, rotate them around one axis... but I could NOT do something as simple as tilt a prop.

Will Moviestorm allow me to do that?  I sure hope so.  Seems like such a simple thing (all I want to do is put a car on its roof, for example) and yet The Movies was incapable of it.

Hopefully I will get to be a beta tester for Moviestorm (<i>still waiting for an email *hint hint*</i>) and I can probably answer it myself when that happens.  But in the meantime.... ?]]></description>
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				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#1195</link>
				<pubDate><![CDATA[Mon, 9 Apr 2007 12:52:54]]> GMT</pubDate>
				<author><![CDATA[ BiggsTrek]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ Hey BiggsTrek,

I do believe you will really like working in MovieStorm, thou it still has many thing that need to be added it is great fun working with it.

I have not tried to tilt or flip any props I thick it can be done. If I get the chance I will give it a try and let you know.

cyber_faust69]]></description>
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				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#1334</link>
				<pubDate><![CDATA[Sun, 15 Apr 2007 20:07:48]]> GMT</pubDate>
				<author><![CDATA[ cyber_faust69]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ Hey again BiggsTrek,

I gave trying to tip and/or flip props and was not able to do so.

Hope it does not hurt you still wanting to use MovieStorm.]]></description>
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				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#1378</link>
				<pubDate><![CDATA[Tue, 17 Apr 2007 01:26:15]]> GMT</pubDate>
				<author><![CDATA[ cyber_faust69]]></author>
			</item>
			<item>
				<title>Questions</title>
				<description><![CDATA[ <p></p>

		<cite>Fulkster wrote:</cite><br>
		<blockquote>

(Re: Biggstrek's question, my problem is it seems if we buy a 3rd party model/set/whatever, we run the risk of not owning our movie?  I'm happy to pay for something I like (and respect the creator by not sharing the item), but if it negates a reason that drew me to this venture, I wonder how wise it would be for me to buy something in the first place?  Or are we talking about things bought from Moviestorm (not 3rd party), that you are letting us use freely? (for our use))&nbsp;
		</blockquote>

In the animation industry when you purchase a 3d model or character from say, Turbosquid, it's always under the assumption that you'll be using the assets for commercial productions. If the creator doesn't want to give up the rights to their stuff they shouldn't sell it, unless of course a special arrangement is made between two trusted parties. 
As for the question of giving it away to your mates, there's nothing much a creator can do to stop that happening. The onus would be on the creator of the object to try and track down anyone using their assets without having paid for them - which in practice is a pretty pointless endeavour, especially since people will probably modify the asset for their own use.
I would expect the same situation to apply within the Moviestorm community when dealing with models imported from other programs, but there are some things one could do to 'protect' assets created within Moviestorm, e.g. in Second Life you can sell an item of clothing and if I'm not mistaken it's locked to prevent re-sale and modification.
]]></description>
				<guid isPermaLink="true">http://www.moviestorm.co.uk/forum/posts/list/5.page#3394</guid>
				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#3394</link>
				<pubDate><![CDATA[Tue, 15 May 2007 22:10:43]]> GMT</pubDate>
				<author><![CDATA[ Primordial]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ I wonder if, for smaller transactions it might be possible to build up moviestorm credit.

So say I made a magnolia tree, and uploaded it for sale at say 10(virtual) c a download, and ten people thought it was cool and were prepared to pay that exhorbitant amount..I would have 1 dollar in my account....and then I see some fabulous shoes that someone made, say, which are 90(virtual)c...I could buy those without troubling paypal or the taxman, and have 10(virtual)c to splash around later.

There could be some rule about withdrawals, the account only available in units of $20 (except when someone is closing their acount)

This would also give the team the opportunity to offer smaller incentives, and prizes in virtual dollars.

Experience from second life suggests that most people are happy to pay a reasonable amount for creations, especially when it saves time, but that many of the creations are made by people who are self financing their hobby.
]]></description>
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				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#3480</link>
				<pubDate><![CDATA[Wed, 16 May 2007 08:57:11]]> GMT</pubDate>
				<author><![CDATA[ kkffoo]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ <p></p>

		<cite>kkffoo wrote:</cite><br>
		<blockquote>I wonder if, for smaller transactions it might be possible to build up moviestorm credit.

So say I made a magnolia tree, and uploaded it for sale at say 10(virtual) c a download, and ten people thought it was cool and were prepared to pay that exhorbitant amount..I would have 1 dollar in my account....and then I see some fabulous shoes that someone made, say, which are 90(virtual)c...I could buy those without troubling paypal or the taxman, and have 10(virtual)c to splash around later.

There could be some rule about withdrawals, the account only available in units of $20 (except when someone is closing their acount)

This would also give the team the opportunity to offer smaller incentives, and prizes in virtual dollars.

Experience from second life suggests that most people are happy to pay a reasonable amount for creations, especially when it saves time, but that many of the creations are made by people who are self financing their hobby.
&nbsp;
		</blockquote>

That is an excellent suggestion. I do believe that they are looking into implementing something like that.

I would like to note that some people are actually making money and living off of it in Second Life. There was some tv coverage on the news about this woman who designs clothes in there and she has 3 or 4 stores and makes about $500 real life dollars a month.

Like I said in another thread, I think that microtransactions will eventually overthrow subscription models and MS should go that way.]]></description>
				<guid isPermaLink="true">http://www.moviestorm.co.uk/forum/posts/list/5.page#3506</guid>
				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#3506</link>
				<pubDate><![CDATA[Wed, 16 May 2007 16:43:48]]> GMT</pubDate>
				<author><![CDATA[ Toriel]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ <p></p>

		<cite>Toriel wrote:</cite><br>
		<blockquote><p></p>

		<cite>kkffoo wrote:</cite><br>
		<blockquote>I wonder if, for smaller transactions it might be possible to build up moviestorm credit.

So say I made a magnolia tree, and uploaded it for sale at say 10(virtual) c a download, and ten people thought it was cool and were prepared to pay that exhorbitant amount..I would have 1 dollar in my account....and then I see some fabulous shoes that someone made, say, which are 90(virtual)c...I could buy those without troubling paypal or the taxman, and have 10(virtual)c to splash around later.

There could be some rule about withdrawals, the account only available in units of $20 (except when someone is closing their acount)

This would also give the team the opportunity to offer smaller incentives, and prizes in virtual dollars.

Experience from second life suggests that most people are happy to pay a reasonable amount for creations, especially when it saves time, but that many of the creations are made by people who are self financing their hobby.
&nbsp;
		</blockquote>

That is an excellent suggestion. I do believe that they are looking into implementing something like that.

I would like to note that some people are actually making money and living off of it in Second Life. There was some tv coverage on the news about this woman who designs clothes in there and she has 3 or 4 stores and makes about $500 real life dollars a month.

Like I said in another thread, I think that microtransactions will eventually overthrow subscription models and MS should go that way.&nbsp;
		</blockquote>

Although I'm new here and have barely had time for the briefest try out of the beta so feel loathe to spout too much, I personally am a bit wary of Moviestorm getting too deep into the whole community trading thing... I don't know much about how much programming and support would go into creating and maintaining a 'virtual economy' for users, but it seems like it would be a big effort and potentially take resources and man hours away from the all-important core aspects of the software, which is movie making.  The economy also smacks somewhat of gaming or sim communties, which Moviestorm doesn't appear to be about..

I'm wondering if perhaps all buying/selling of art assets should be done externally, say people just use their paypal accounts or whatever to purchase 3ds files from each other for example, while all assets created within Moviestorm would simply be exchanged internally, say swapped or exchanged for services at users' discretion etc, rather than involving the whole economy thing... E.g. a modder could have some simple choices about keeping their item, giving it away 'locked' to one user only, or giving it away freely for unrestricted distribution/modification...?]]></description>
				<guid isPermaLink="true">http://www.moviestorm.co.uk/forum/posts/list/5.page#3546</guid>
				<link>http://www.moviestorm.co.uk/forum/posts/list/5.page#3546</link>
				<pubDate><![CDATA[Wed, 16 May 2007 21:08:05]]> GMT</pubDate>
				<author><![CDATA[ Primordial]]></author>
			</item>
			<item>
				<title>Re:Questions</title>
				<description><![CDATA[ <p></p>

		<cite>Primordial wrote:</cite><br>
		<blockquote>
Although I'm new here and have barely had time for the briefest try out of the beta so feel loathe to spout too much, I personally am a bit wary of Moviestorm getting too deep into the whole community trading thing... I don't know much about how much programming and support would go into creating and maintaining a 'virtual economy' for users, but it seems like it would be a big effort and potentially take resources and man hours away from the all-important core aspects of the software, which is movie making.  The economy also smacks somewhat of gaming or sim communties, which Moviestorm doesn't appear to be about..

I'm wondering if perhaps all buying/selling of art assets should be done externally, say people just use their paypal accounts or whatever to purchase 3ds files from each other for example, while all assets created within Moviestorm would simply be exchanged internally, say swapped or exchanged for services at users' discretion etc, rather than involving the whole economy thing... E.g. a modder could have some simple choices about keeping their item, giving it away 'locked' to one user only, or giving it away freely for unrestricted distribution/modification...?&nbsp;
		</blockquote>

I think that the idea is that if you want to simply share your mods, you will be able to do it freely. On the other hand, those who want to sell them will also have the possibility to do that too.]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2007 21:40:03]]> GMT</pubDate>
				<author><![CDATA[ Toriel]]></author>
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