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  1. UMA4 Is not ready To be released Because There's A Few Problems that A Little bit Hard to be fixed, Or Even Impossible To Be Fixed. The Car Isn't Perfectly Ready Yet, So Need few Months to be Released. The Editing Is Not Good enough, Because I am editing it on Windows Video Editor Software, Adobe Premiere Pro CC 2020 Is On My First laptop that is Coma Right now, So yeah. Inspired By:Skibzz. Edited With:Windows Video Editor. Like Always Stay Creative!
  2. So Physics Is Impossible To Add Into Mine-Imator? That's right,And That's why The Reason I Make This Physics Animations. Let's Have a look! Yeah I know your Questions. YES, I Animate It Manually By Hand With Parts,By Parts. This Took Me Almost 7 Hours Of Working To Done this Detailed Physics. Yeah I know there's No Rotational Keyframe,Because My Brain Is You Know what I feel if Your'e Animator too. So What do ya Guys think? Oops,Don't just leave like that. This took me 7 Hours. Give me a Reaction,Or Comments. This is a Heavy Metal Cube,And The Red One is the Heavier Cube. And The Blue Pusher is the Magnet,You can see it right on the lights blipping. Thankyou.
  3. Hey me again, tried challenge myself with realistic physics. Idk if I succeded but I had fun and gave my best, criticism is appreciated it looked quiter better when it was at 60fps but turning it into a gif locks it at 30fps : b should be able to use this link (https://gph.is/2SKLdsU) if you want to check the 60fps version (don't fully know if it works tho)
  4. Hello! In this topic,i will show you how to make physics-like animating. (Note: This will expand your Mine Imator skills largely!) Ball physics This will be your final product: It's pretty simple. First,create a ball. Then, select it and make a folder. That will help you ALOT. Like, a BIG lot that it is jaw-dropping! Make 2 position keyframes for the ball. Keep it on the ground. Then,move the folder up and down. (Note,don't do the same as in the picture,make it a bit more fast. Now, use transitions. This will make it look like actual physics simulated in Blender. (the transitions for the 2 first keyframes of the folder) Boom! Done. But it needs to roll a bit.... Let's fix that. Move the ball a bit more and change it's 2nd keyframe's transition to Quadratic (ease out). Yeah! That's it! You can even add a character kicking the ball. Cube Physics (Read ball physics first) Do just like the ball,but center the rotation point (Cube properties - Custom rotation point - Y: 0) and turn it's X or Z to 360 or -360! And by the way,don't use the rolling thing. Thanks for checking this guide! Comment below what tutorial you want me to do next!
  5. First of all, I will inform you that I speak Russian, and therefore I may have some mistakes. In addition, I physically can not check all past proposals, but I'll try not to repeat them. My suggestions
  6. Tried doing da physicians. Don't mind the camera, it's supposed to be a "realistic" camera shake. Tell me how i did for my first time? dude transitions are a godsend, lol.
  7. I highly doubt this would ever be implemented, but I thought about this for a while now. A cloth/hair physics engine could make very good use in Mine-Imator. Not only it would speed up work for people who animate long hair, capes, etc, but it would also look somewhat realistic in some ways. Though there would be limitations, like severe performance drops, and for some it would not look "Minecrafty". This is just an idea I though I would share. You guys are more than welcome to share your thoughts in the comments.
  8. So, basically I was messing around with mine-imator and thought, why not make my first animation very simple? So, I made this.
  9. Hello, I haven't posted anything for a long time but I made a test animation with exploding blocks and wanted to show it: Please tell me how I can improve!
  10. so i just made a physics test i like this physics so far
  11. So I've made three of these tests now. Have fun. tip: put it on "looping" I'm not even gonna bother posting the "Like" gif I have on the bottom of most my topics.
  12. I figured it was about time for me to do a physics test, in preparation for an upcoming animation! The quality is lacking, because YouTube is stupid, but here it is, anyways.
  13. would it be possible to add block physics into the next update? and could you make it easier to put you character perfectly on the ground?
  14. EpicJ

    Physics?

    Is it possible to incorporate real-time physics in mine-imator? Eg: Have a button in the movement tab of an object/item that allows the object/item to follow the laws of physics without manual input apart from a toggle of when in the animation to allow physics. Not sure how possible it is though. If it turns out to be completely impossible then disregard what i am saying and move on to a more knowledgeable person.
  15. Just another little video I made testing the laws of physics! And I am very satisfied with the results! (try watching it in different speeds! it looks so cool! )
  16. Just a simple physics test for my upcoming rig. Decided to go with 100 blocks rather than the previous 225. I think 225 would have just been overkill. The cubes allow for 6 textures, one for each side. In this test, I only used 2 sides and a few simple transitions. I plan on releasing this as a rig soon with more transitions, both complex and simple, and several pre-made textures for all sides for people to use. One texture pack will be a kaleidoscope, but will take me some time to get right. I will also include a tutorial on how to create custom textures for it. I see a lot of opportunities for this rig.
  17. I made this just recently to practice my physics skill after watching SKIBBZ tutorial - What do you guys think?
  18. So here's that tutorial I promised, sorry it took a while to make This'll show you how to animate piston and chest physics to add more realism into your guy's animations.
  19. All I can say is aminating physics is fun. (I hope you all know by now I spell "Animations" like "Aminations") Preferred if you watch in 60 FPS (Oh.. also read the desc. if you got time)
  20. You know how Cinema4D and Maya have a physics engine? I believe I have an idea that could work for mine-imator. Gravity Object: -An object that creates a specific amount of "force" at a certain keyframe. Any cloth objects would move away (or towards if set to negative) from the object. -Edit range, force, shape, and duration of pulse. -Can be attached to a block or item. Cloth Objects (as an option in the keyframe tab): -Basically physics. Interacts with other objects (not necessarily cloth physics, just an object that moves realistically) -Edit deformity (rigidity), weight, force to move, bounce, and whether or not it has actual cloth properties. -Characters have a ragdoll option. Obviously, cloth objects could also be moved by collisions with other objects, like a player punching a tree. Physics would be by-keyframe, so you could have a character move, them become ragdoll when it dies. One issue I see is having to then re-animate the object, which might end up in a different place each time. Keyframes would get all weird. Solution: animate the physics for what you need to animate later.
  21. Hello The Glorious David Can you Please add physics/dynamics? I really want them i dont like want to move every single block that he moves I cant find a video for them so i cant get the video but i will explain In other 3d softwares when cube1 Pushes cube2 It gets pushed not you have to move it for it to be pushed Understand? probably not anyways Please add that The Glorious David You know it's Optional
  22. Erro...Nothing to say I was bored lol.
  23. This is a pretty hard thing to do with GameMaker but none the less its possible. Example Physical Bodies: A soft body accepts deformation unlike a rigid body which denies it. There for when a rigid body falls, it rolls off of other objects still holding it's shape. Rigid body example. Soft body example. How to set up a dynamic body Creating a dynamic body The Glorious David I intend you to use this but I'm sure you have to adjust this to your standards or your set up variables but I hope it helps. Other people can use this to (I made it tutorial style to help people. Enjoy. Creating dynamic bodies is almost the same as creating static bodies. There is one extra argument for dynamic bodies: norotation. If norotation is true, the rotation of the body will not be influenced by other bodies (because the moment of inertia of the body is infinite). body = ep_body_create_dynamic(global.world,false); // false: this body can rotate. You have to set the center of mass, mass and moment of inertia of the body before you can use it. The easiest way to do this is calling ep_body_calculate_mass. This function will calculate the center of mass, mass and moment of inertia of the body based on the shapes you have added to the body. Circle shapes You can create circle shapes in the same way you create box shapes: Polygon shapes Creating polygon shapes is more complicated.(such as a torch or player), because you have to create a polygon first. A polygon can be used by multiple bodies, so usually you can create all polygons immediately after creating the world. There are two things you have to take in mind: Vertices have to be declared in clockwise order (in a left-handed coordinate system). All polygons have to be convex. If a body is concave you have to create multiple convex polygons. You can use multipolygons to accomplish that. Simulating You have to call ep_world_update_contacts and ep_world_simulate_step to simulate one step. Usually this is done in the end step event of the controller. After simulating a step you have to update the position and orientation of the objects in Game Maker to see the results of the simulation. This is usually done in the end step event of the objects. Tip you should probably destroy the object/player after leaving the room. Okay
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