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Found 3 results

  1. Having just decided to spend some actual time on animations lately, I've run into brick walls more times than I can count with visual glitches that I thought were bugs in the program. Blocks not showing up through glass, water getting lit when it should be dark, etc. They're not bugs, though. They're simply a victim of the Render Depth setting. Render Depth is a simple numeric value that tells Mineimator which objects to render first. By default, Mineimator sets all imported objects to Depth 0, which is probably fine for basic animations, but I quickly got into projects that couldn't just have everything rendered in one path. Otherwise stuff like this happens: Render Depth acts like a sorted list, so an object with render depth 0 is going to render first. The next object with render depth 1 goes next, applying whatever scene changes the first render pass created. Then objects with depth 2, 3, 4 and so on. The result is a stacking render that can be used for some interesting effects (or brain-bending glitches!) The glitch above happened when a fully enclosed structure (with a canal through the center) and the water were imported as separate objects. The water (which defaulted to Depth 0) was rendering first, where it was open to the sky and thus illuminated. The overarching structure (which I somehow managed to fumble into Depth 5) was then rendering around it, causing the water to be illuminated within an otherwise dark scene. So before you go running off to the help forums (or the bug report page) to complain about situations like above, check your render depth settings. As a general rule, you want your scenery to render first, then blocks, then items/players, then particles. However, some situations (generally involving colored glass from my experience) may require that the scenery be rendered last. You'll just have to figure it out on a case-by-case basis. [I may come back and edit this later with some more details and image examples, but I haven't the time right now.]
  2. I Installed mine-imator 1.0.6, and whenever i start up i get something like this Picture Of The Glitch Please help!
  3. Mine-imator log, please paste this into your bug report! 6:21:07 PM version: 1.0.4 (official) 6:21:07 PM gm_version: 1.4.1542 6:21:07 PM build date: 11/19/2015 12:33:35 PM 6:21:07 PM YYC: yes 6:21:07 PM LAA: no 6:21:07 PM OS: Windows_NT 6:21:07 PM USERDOMAIN: LEE 6:21:07 PM USERNAME: Matthew 6:21:07 PM USERPROFILE: C:\Users\Matthew 6:21:07 PM APPDATA: C:\Users\Matthew\AppData\Roaming 6:21:07 PM video_adapter_0_name: Intel(R) HD Graphics 6:21:07 PM video_adapter_0_driver_version_high: 655378 6:21:07 PM video_adapter_0_device_name: \\.\DISPLAY1 6:21:07 PM video_adapter_0_driver_version_low: 659636 6:21:07 PM os_version: 393218 6:21:07 PM os_is_network_connected: yes 6:21:07 PM os_get_language: en 6:21:07 PM os_get_region: US 6:21:07 PM working_directory: C:\Users\Matthew\Mine-imator\ 6:21:07 PM file_directory: C:\Users\Matthew\AppData\Roaming\Mine_imator\ 6:21:07 PM Old log found 6:21:07 PM DLL init 6:21:07 PM file.dll 6:21:07 PM gzunzip.dll 6:21:07 PM movie.dll 6:21:07 PM Movie init 6:21:07 PM window.dll 6:21:08 PM texture.dll 6:21:08 PM Texture init 6:21:09 PM exe_directory: C:\Users\Matthew\Mine-imator\ 6:21:09 PM Trying to save files 6:21:09 PM surface_save OK 6:21:09 PM texture_create OK 6:21:09 PM file_delete_dll OK 6:21:09 PM Shader init 6:21:09 PM shaders_are_supported: yes 6:21:09 PM shader_high_ssao_blur compiled: yes 6:21:09 PM shader_high_ssao compiled: yes 6:21:09 PM shader_high_ssao_depth_normal compiled: yes 6:21:09 PM shader_high_light_apply compiled: yes 6:21:09 PM shader_high_light_night compiled: yes 6:21:09 PM shader_high_light_point compiled: yes 6:21:09 PM shader_high_light_spot compiled: yes 6:21:09 PM shader_high_light_sun compiled: yes 6:21:09 PM shader_high_fog_apply compiled: yes 6:21:09 PM shader_high_fog compiled: yes 6:21:09 PM shader_high_dof compiled: yes 6:21:09 PM shader_high_aa compiled: yes 6:21:09 PM shader_replace compiled: yes 6:21:09 PM shader_draw_texture compiled: yes 6:21:09 PM shader_depth compiled: yes 6:21:09 PM shader_color_fog_lights compiled: yes 6:21:09 PM shader_color_fog compiled: yes 6:21:09 PM shader_blend_fog compiled: yes 6:21:09 PM shader_blend compiled: yes 6:21:09 PM shader_border compiled: yes 6:21:09 PM Create vertex format 6:21:09 PM Render init 6:21:09 PM Ground model init 6:21:09 PM Character models init 6:21:09 PM Windows init 6:21:09 PM Lists init 6:21:09 PM Load language file: C:\Users\Matthew\Mine-imator\Other\Languages\english.txt 6:21:09 PM Make transitions 6:21:09 PM linear 6:21:09 PM instant 6:21:09 PM easeinquad 6:21:09 PM easeoutquad 6:21:09 PM easeinoutquad 6:21:09 PM easeincubic 6:21:09 PM easeoutcubic 6:21:09 PM easeinoutcubic 6:21:09 PM easeinquart 6:21:09 PM easeoutquart 6:21:09 PM easeinoutquart 6:21:09 PM easeinquint 6:21:09 PM easeoutquint 6:21:09 PM easeinoutquint 6:21:09 PM easeinsine 6:21:09 PM easeoutsine 6:21:09 PM easeinoutsine 6:21:09 PM easeinexpo 6:21:09 PM easeoutexpo 6:21:09 PM easeinoutexpo 6:21:09 PM easeincirc 6:21:09 PM easeoutcirc 6:21:09 PM easeinoutcirc 6:21:09 PM easeinelastic 6:21:09 PM easeoutelastic 6:21:09 PM easeinoutelastic 6:21:09 PM easeinback 6:21:09 PM easeoutback 6:21:09 PM easeinoutback 6:21:09 PM easeinbounce 6:21:09 PM easeoutbounce 6:21:10 PM easeinoutbounce 6:21:10 PM linear 6:21:10 PM instant 6:21:10 PM easeinquad 6:21:10 PM easeoutquad 6:21:10 PM easeinoutquad 6:21:10 PM easeincubic 6:21:10 PM easeoutcubic 6:21:10 PM easeinoutcubic 6:21:10 PM easeinquart 6:21:10 PM easeoutquart 6:21:10 PM easeinoutquart 6:21:10 PM easeinquint 6:21:10 PM easeoutquint 6:21:10 PM easeinoutquint 6:21:10 PM easeinsine 6:21:10 PM easeoutsine 6:21:10 PM easeinoutsine 6:21:10 PM easeinexpo 6:21:10 PM easeoutexpo 6:21:10 PM easeinoutexpo 6:21:10 PM easeincirc 6:21:10 PM easeoutcirc 6:21:10 PM easeinoutcirc 6:21:10 PM easeinelastic 6:21:10 PM easeoutelastic 6:21:10 PM easeinoutelastic 6:21:10 PM easeinback 6:21:10 PM easeoutback 6:21:10 PM easeinoutback 6:21:10 PM easeinbounce 6:21:10 PM easeoutbounce 6:21:10 PM easeinoutbounce 6:21:10 PM Transitions OK 6:21:10 PM Globals init 6:21:10 PM Opening pack from folder: C:\Users\Matthew\Mine-imator\Other\Textures\ 6:21:10 PM mob_texture 6:21:10 PM block_texture 6:21:11 PM colormap_grass_texture 6:21:11 PM colormap_foliage_texture 6:21:11 PM item_texture 6:21:11 PM particles_texture 6:21:11 PM block_preview_texture 6:21:11 PM sun_texture 6:21:11 PM moonphases_texture 6:21:11 PM moon_texture 6:21:11 PM clouds_texture 6:21:11 PM Pack opened 6:21:11 PM Found key_file: C:\Users\Matthew\Mine-imator\Other\key.file 6:21:12 PM Loading settings: C:\Users\Matthew\Mine-imator\Other\settings.file 6:21:12 PM load_format: 3 6:21:12 PM Loading recent: C:\Users\Matthew\Mine-imator\Other\recent.file 6:21:12 PM Loading closed alerts: C:\Users\Matthew\Mine-imator\Other\alerts.file 6:21:12 PM Startup OK 6:21:12 PM Resetting project 6:21:12 PM Destroying instances 6:21:12 PM Project resetted 6:21:12 PM Show popup: startup 6:21:13 PM Opening project: C:\Users\Matthew\Mine-imator\Projects\+++\+++.mproj 6:21:13 PM load_folder: C:\Users\Matthew\Mine-imator\Projects\+++ 6:21:13 PM load_format: 10 6:21:13 PM Resetting project 6:21:13 PM Destroying instances 6:21:13 PM Project resetted 6:21:13 PM save_folder: C:\Users\Matthew\Mine-imator\Projects\+++ 6:21:13 PM load_iid_offset: 0 6:21:13 PM Templates: 2 6:21:13 PM Timelines: 8 6:21:13 PM Resources: 2 6:21:13 PM Get template iids 6:21:13 PM Get particle type iids 6:21:13 PM Get keyframe iids 6:21:13 PM Get timeline iids 6:21:13 PM Update program 6:21:13 PM Project loaded 6:21:23 PM Action: action_bench_create 6:21:23 PM Created: char 6:21:24 PM Action: action_tl_select 6:21:37 PM Action: action_tl_deselect_all 6:21:37 PM Action: action_tl_select 6:21:38 PM Action: action_tl_select 6:21:44 PM Action: action_tl_select 6:21:54 PM Action: action_tl_deselect_all 6:22:06 PM Action: action_bench_create 6:22:06 PM Created: item 6:22:08 PM Action: action_tl_select 6:22:19 PM Action: action_tl_select 6:22:20 PM Action: action_tl_select 6:22:47 PM Action: action_tl_select 6:22:51 PM Action: action_tl_select 6:22:54 PM Action: action_tl_select
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