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Found 18 results

  1. Here is the trick of how to generate polygons in ModelBench Here you can keep the tutorial in a single pic: Download the whole pics in one Here is the link to some of the shapes that have been showcased in the tutorial: Download Special bending shapes pack
  2. This is the final version of Enchanted Armor Using the same tricks as Keeponchucking's Hypercube Preview Here: Tips: 1. The effect works best on Netherite Armor, worst on Diamond Armor. 2. To,use this Model, first Extract the zip, then import the "Armed Steve", "Enchanted Item" and "Sky of Enchant". Download: https://www.dropbox.com/s/v1or4nf4tcxtugg/Enchanted_Resource.zip?dl=0 credit isn't necessary, but I would appreciate it.
  3. Hello, I've seen animations on the forums, some are good, some are.. not so good, so I thought I could help the community improve on the animations. I'm not saying that anyone is bad, it's just that I just came to realization. If we stop animating until 1.0.0 to make our animations better, we could just keep on using it now to make our first 1.0.0 animation even BETTER. And now 1.0.0 is out, you can experiment with it. Please try all the new features! So I've decided to make a topic to help all of you improve your animations. I'm sorry if you feel like you didn't need to read this, but just go on. This is more like a "tip" than a "trick". All the tips are in here: Tips on how to make a good animation in general: Tips on how to make your animation efficiently: Tips on how to use rigs effectively: Tips on how to make a good story line: Tips on how to not be lazy: Tips on how to find inspiration: Tips on how to edit your animation (With another editing program after it renders): Tips on how to master a specific thing: Tips on how to get characters in a good pose: Tips on how to successfully Lip sync: Tips on how to do a walk/run cycle: Tips on how to come up with an original idea: Tips on how to make a decent storyboard: Feedback? And remember, DO NOT be lazy, when people say: "Yeah I know about that but I was just too lazy to fix it" I just basically hear them say: "Yeah I know about that but I didn't want to make my animation better so I didn't fix it" Again, I said "Sorry if you feel like you didn't need to read this", but I hope that I helped you make your animation better, and the best any animation possible can be. David and Ayhay liked this , well, it's never needed to like this topic, but it is appreciated. (You can also ask for something that's not up there by messaging me!)
  4. sorry I read the reply that the picture is not visible, so I uploaded it again. How about now?
  5. I was create a showreel for subscribe my channel. I can't reading and writing EN little, so don't know possible a promoting mine. you can watch very realistic moving at my video, more than another parkour animation. i have a very little imator career. so i was lack of technic for creating. anyway, plz watching my video.
  6. The audio quality is bad I know. Something happened, I don't know what but you might want to turn down your volume
  7. Animating Part 1 - Setting up a scene So the first thing you'll have to do when you're animating is to set up a scene. This will generally make your animation look way better than it might actually be. Your scene does only have to include a schematic. But if you want to be more fancy than that. You can add other details, such as; particles, 3D items etc. Adding details to the scene will make everything pop and come to live. Part 2 - Importing characters and gear You can import your own custom character rig, use others (with permission) or just create a human model. Either of these ways are acceptable. Rigs will allow you to simulate more expressions and will allow you to be a lot more creative with your animation. I prefer to use a rig over a normal human body. Mostly because human body is very limited. You can add as many characters as you want but make sure you're computer doesn't go butthurt about it. Now when that is done, you'll probably want to add some gear such as items, tools, armor or other things that your character will hold or wear. Rigs comes in handy when it comes to armor, since there's no armor object in Mine-Imator. Part 3 - Animating I like to split up animating in 3 parts; Basics movements, details, fixes. So let's go with that "template" if you will. When you're animating the basic movements, you don't have to be very precise. The only thing to focus on is the main idea. But make sure everything flows nicely, with that I mean; no standing still! If you make your character stand still with 0% movement, you might forget what you were ment to do at those frames. It's okay to make him breath. You can simply do that by bending his stomach forward and rotating his upper body back. REMEMBER, keep those movements to a minimum! Next up, details! This is where it gets fun. When you're animating details, you want to consider; Weight, realism and physics. You're character is probably made out of 6 cubes. Consider this: An average human weigh around 62.0 kg. If we split that up to 6 we get 15.5 kg. This means, each body part will weigh 15.5 kg. This doesn't take us any furthur away from our imagination. But I like to think that if the character is 3 blocks high up in the sky, it has to have landed within 1.25 second. (It can land earlier, depending on the situation.) With realism, I mean: "What would someone do in this situation?" and facial expressions. For example: if someone got shot with a gun, they would feel an incredible pain in whatever bodypart they got shot in. So you'd have to animate that. Physics is a quite easy thing to animate. Make sure that nothing clips through a solid object. You can also consider the theory that I brought up before on this post. Each object with the size of 1 will weigh 15.5kg. Now... Fixes. This can be the most painfull thing to do. But at the end of the day, it's worth it Just try to avoid objects clipping through other objects and glitchyness overall. Part 4 - Lightning, camera movements and rendering You must make sure that you have a solid light source such as the sun, moon, lava or lamps/torches. You can place down spotlights and pointlights for different effects. Spotlights can be used for sad expressions. Example: Steve is standing all alone in the rain, the only thing that lights him up is a spotligt. Pointlights are good for the most type of lights. Such as torches and other things/blocks in minecraft that gives out light, since it gives out light in all diractions. A lot of people move the camera around like if it was an RC-airplane. That might be because it's so easy to do. But see the camera as a tool. If you want people to see someones facial expressions, then zoom in on the face, if you want people to see what someone is holding, zoom in on the hand etc. The only camera movements you need to put time into is the movement that is following the character(s). Maybe Steve's running, then a good idea would be to make the camera follow him in a path. No movements beside that is really needed. Rendering is not much to talk about. But I'd recommend to render it with video quality "High" and resolution HD 1080. Thanks for passing by, hope this have helped a lot of you guys! Good luck in the future as I am leaving you guys with this. All the best. -Martin
  8. *cough* still in progress *cough* The Rigtionary This topic contains everything you need to know about rigging! It includes everything from FAQ to Step-By-Step tutorials, and this topic will go as in-depth with rigs as possible! I decided to make this topic to help people who are beginners, want information, need something fixed or just need a bit of help! Hopefully this is up-to-date and gives you as much detail as possible. If I've missed something or got something wrong, feel free to tell me! Don't forget, I will update this frequently based on new information and your input! In order to make this as good as it can be I need all the help and information I can get! One thing you should know; everything here will be for the 1.0.0 Demo 5 update which you can find and download Contents: • Posting Rigs • Making a Rig • Tips and Tricks • Troubleshooting • FAQ • Video Tutorials - Exporting - Textures - Rigs - Rigs - Download - Modelling - Textures - Textures - New Topic - Layout - Ideas - Topics - Add Pictures **Coming Soon** How to add pictures: 1. Add a camera and choose the position you want it to take the picture. 2. Hover over the crafting bench and go click the mountains, then choose a size you think best suits the image. 3. Once you have saved it in a suitable location you can open it up in Paint.NET and edit it to your desire. 4. To upload it to imgur, you just have to go on the website and click 'Upload Images': 5. Then browse your computers files to the location of the image, then double click it, then press 'Start Upload'. 6. It will take a few moments, but you will then see your image. Press 'Ctrl + Click' and your image will open in a new tab. Copy the URL of the image (e.g i.imgur.com/image), click and paste the link in there. Making Rigs: A lot of people ask me how to make rigs, and it isn't that simple as there are many different types and styles when it comes to rigs. I will be teaching you how to make rigs of a 'voxelized' style, as that is the style I usually make, it is also the one I found most fitting when it comes to Mine-Imator and Minecraft. I also recommend you get Paint.NET for this as I will be referring back to it quite frequently. Creating the textures: 1. I hate using blocks in my rigs; they are too blocky and take up too much space. If you know me you'll know I am a big fan of item sheets. Here is the item sheet I use for my rigs as using one with all the Minecraft Items on it is just way too messy, and this gives me a lot more space. 2. Now don't be afraid to spend hours on this; you want it to look really good, don't you? So don't just slap some colours together! A good idea is to get the main colours and shape of your rig by making a net and selecting the main colours that your rig uses. Don't forget - it won't hurt to borrow some textures from the default Minecraft blocks which can be found here. 3. Now you have got the main textures done, you can add noise; Go to Effects → Noise → Add Noise and decided what suits best. 4. Also - When making the rig, don't forget you can always go back to your item sheet and edit it if you want to add/change something. Modelling the rig: 1. I suggest you count how many item slots you have used up, and keep adding items until you have that amount of item slots. Then I would create a Folder and put all the items in it after I have put a texture to each item. 2. Now put each item into sub-folders, for example, if you were making a chair, make a folder for each separate leg and another folder for the seat and back. 3. Now if you notice anything is wrong (wrong size, doesn't look right, etc.), now is the time to go back and change it. DO NOT resize the item AT ALL. It completely ruins the voxelized look, makes it look unprofessional and you look really lazy, because you were. Sorry If that sounds harsh but it is the No.1 rule of rigging! 4. Now you have that done, put in a model human to test the proportion of your rig. I like to use this skin as it is neat and doesn't get in the way of your rig. 5. Hopefully all of the changes have been made, now if you like and think it needs it you can add some extra details, because remember this; there is never enough detail and attention put into something. Laying out the rig: You want to show off your cool new rig right? But you don't know how to show it off to make it look as awesome as possible? Well don't worry, I am here to try and give you the solution! 1. Camera Position; you want people to see as much of your rig as possible, and I find the best way to do that is with a diagonal shot, to get the side and front of the rig. Sometimes it won't hurt to do the same for the back of the rig, to get images of the entire thing. 2. Lighting; don't just put a bright white light there; think about what your rig is! If it is a beach chair, maybe a soft yellow light that is quite dim. If it is a ghost, maybe a dark sky and a white light. It's all about the presentation! 3. Scenery; scenery is very important as it will give life to the rig. If it is a rabbit rig, put it in a field, it makes the rig seem better and more realistic. If you made a cacti rig, don't but it in the ocean! 4. If the rig is an accessory, like it can go on something else, make that something else plain, so they know what the rig is and what it looks like. Tips and Tricks: Rigs: One thing that stops many people from making rigs is the proportions; they just don't know what looks right. I suggest your find an image with the front, side, and top (or whatever other sides are necessary) and start modelling it from each side. It's good to also work out how many 'minecraft pixels' for how many 'image pixels', for example '1mp = 14ip'. It may also help to have this image on a surface in the project, just to make sure everything it going according to plan. Then put a human in next to it to work out your desired size. Textures: **Coming Soon** Ideas: This is a problem most riggers run in to; ideas. After a little while all the easy and obvious rigs have been made, and you just don't know what to make. Here are some things that can help: • Going outside; I know its a long-shot because you're on the computer for a reason, but going outside really helps stir the imagination in your mind. • Watching videos; this one is a little more appealing; go on YouTube and watch a random video, the more random the better. After a few strings of clicking random videos, you should find yourself deep in interesting videos that should get those ideas coming in! • Random Image Generators; these will pick a selection of random images from the internet. But be careful, they aren't always reliable and some could be nsfw. • Requests; just do the good ol' old-fashioned thing and ask people what rig they want! They're bound to have new suggestions! Troubleshooting: 1. Rigs do not have a texture; only a magenta colour appears. Go to where you have saved the file and make sure all of the .mproj, .object and texture sheets are all in the same folder. To fix this, export the rig from the .zip folder and open it then, this way all the files will be intact. If it still does not work re-download the rig. 2. Mine-Imator freezes when exporting a rig (as a .object file). Just save the object file in the same folder as the .mproj file you exported it in. This is also a way to fix the magenta texture problem as the texture sheet is still there. 3. Cannot take pictures of a rig. Usually you have just accidentally saved the file with non-compatible symbols/letters. To fix this create a new project and save it with compatible keys. Then go to 'import' and go to the project that wasn't working. Then import that .mproj file and take another picture. It should work now. 4. Cannot open rigs I have downloaded. The rig you have downloaded is probably a .zip or .rar file. Locate where you have downloaded it and right-click the file. It should say 'Extract Files', then select where you want the contents of it to be extracted to. Now open the project you want the rig to go in, and click the 'Import' button by hovering over the crafting bench (it is the button on the end) and select the file you just exported. 5. Rig does not save when I save and exit. Usually you have saved it with non-compatible symbols/letters. You can go into Mine-Imator, then hover over the crafting bench and click options (the wrench). Then go into program and tick 'Backup Projects Automatically' and change the 'Backup Time' and 'Backup Amount' to what you think is best. Then create a folder (in Mine-Imator), select everything in the project and put it in that folder. Then click the folder and go to the top-right corner of the screen to the 'Save' icon. Save the folder and create a new Mine-Imator project. Then import the folder you just exported, and everything should be intact and save. 6. When I import a rig the other rigs in the project change their texture. This is easily resolvable. In most/all cases the rig you imported had a texture sheet with the same name as another one of the rigs in the project. Either rename one of the texture sheets and put the textures and rigs back together, OR if you have a paint software (like Paint.NET) you can merge the two texture sheets together and put the textures and rigs back together. FAQ 1. How can I make my own textures? To create your own textures, I recommended getting Paint.NET; it is free and easy to get the hang of it. First, I like to use a 'clean' template which you can find here. Next you can draw the item you want in the 16x16 pixel grids (Make sure not to go outside the grid or you will not get the full picture). 2. How do I get bigger items (e.g 128x128)? Using Paint.NET again, go to Image → Resize and make it your desired size (make sure width and height are the same size). 3. How do I import rigs? It is very simple; just go into Mine-Imator, hover over the crafting bench, go along to the folder with a + sign and click it. Then go to wherever you saved the rig/object. 4. How can I stop Z-Fighting? Z-Fighting is when two textures are overlapping, and 'fight' to be at the front, and it makes a bunch of ugly lines. To fix it either make the two textures the same colour (so you cannot see them fighting), or move on slightly behind the other (so it still looks the same, but without the fighting). 5. How do I convert my old rigs to 1.0.0 rigs? Just make a new project, and import the .mani file. Usually it will be fine, but sometimes the rotations are slightly off, you can fix this by resetting them and manually doing it again until it looks right. But sometimes they can't be fixed properly because of the Gimbal Lock situation. 6. How do I cut down on lag when using many rigs? This is a tricky one, as the program doesn't really have a 'lag controller'. But you can go into options (the wrench), go down to graphics and make the bending 'sharp' and 'Detail: 1' and 'Remove edges from large sceneries'. Another thing is to set the shadow quality to its lowest, and turn off all particles and lighting. 7. How do I save my rig as a .object file? Select what you want to be saved as a .object file in the Timeline, then go to the top-right corner of the screen and click the 'Save' icon. Then save it in your desired folder. 8. How do I open my .object file? Open the project you want it in. Hover over the crafting bench and click the folder with the + symbol. Then go to wherever you saved your .object file and double click it. Video Tutorials: Rigs: **Coming Soon** Textures: **Coming Soon** Topics: **Coming Soon** Well, you've finally reached the end of my Rigtionary, congratulations! Hopefully this has increased your knowledge on rigging, Mine-Imator and the forums! Now go out there and start rigging! And don't forget, quality before quantity!
  9. I've just recently downloaded 1.0.0 mine-imator and it is absolutely amazing. But I've been using 0.6.7 up until then and all the new gadgets are confusing. But the things I need to know most are: 1. How do you create a walking animation? Can you even do that anymore? 2. How do you undo and redo? also if you have any more tips and tricks for me please do say so because I'm extremely new to 1.0.0
  10. Hiya! I'm Phupha, now I want to teach you about... " Tips and Tricks " " How to make the better Wallpaper " " Wrote By: Phupha " So, here is the little tips and tricks to make beautiful Wallpaper or better Wallpaper! The Basic Tutorial who don't know how to making a Wallpaper: 2. Now, if you want the good view, you better put the camera like: 3. Now click the button and that, final result will be here Now, the Tips and Tricks are coming!: 1. I usually spin the camera for little, because it's looking windy! Now, let's see how to! 1.2 Spin it's little bit! (Spin Y grid for a little, don't too much) 1.3 You see? It's look better! 2. For if your final product is moody cause of shadow, we need to spin the time! 2.1 Click the " Background " Option! 2.2 Now rotation the time! (Looking at the red square) 2.3 See the result! (You can use shadow ability while rotation the time, it's would help!) 3. Realistic Sky, I made with this sometimes but, I can't find texture so, bring this! 3.2 Insert Sky texture (Maybe Sky Wallpaper from Google!) 4. The main character of the Wallpaper must be better than other! So, shine spotlight onto them! 4.2 Shine onto him! 5. Another detail is important, it's would tell about the wallpaper and add another scenery, it's would be great! 6. Depth of Field will make the Wallpaper look more beautiful! 6.2 Now enable shadow! (Should render in seconds) 7. Render it with your free size! (I usually use 4K) If you want to add effect, maybe with Sony Vegas or After Effect! Final Results + Compare: I hope that would helpful! Programs used: Mine-Imator / Snagit / Sony Vegas If you made the Wallpaper with my tips or tricks, post your picture here! I would submit! If you love, please kick the button on the bottom right of this topic! I would help me alot! Thanks for reading!
  11. So, i got to admit that i stink at cameras and smooth transitions while animating can some one tell me how to get my animation smooth and my camera angles better?
  12. So, I've been testing a new trick on Mine-imator, and it did work! It is a way to have a character blink his/her eyes without a rig Get over Mine-imator and add a character Do your animation (A simple one is easier) After you're finished, duplicate your character (it mustn't have any instances locked to it) Then, change the skin of the duplicate to the original skin (first character), but without eyes Go to the keyframes and select whether the first character is visible (also do that for the first one) Example: For 5 seconds - 1st Character is visible and 2nd character is invisible Then change their visibility for, like, 0.2 seconds And go again for the first example step Hope it gets useful and helpful too, even if a little bit =) Also, if you want an example video (result), click this link here: https://www.dropbox.com/s/s1a2pet4mnvt3u2/Eye%20test.avi
  13. https://www.youtube.com/watch?v=uzP1FljS_Ak my skateboard movie tricks [animation] enjoy
  14. https://www.youtube.com/watch?v=uzP1FljS_Ak my skateboard movie tricks [animation] enjoy
  15. What is Mine-imator? History Development How do I use Mine-imator? Tutorials Resources Tips/Tricks Trivia Mine-imator/Animating Vocabulary Background Blocks Camera Characters Import Instances Items Keyframes Library Lights ​ Performance Log (Depreciated/Removed) Project Properties Rigs Scenery Settings Special Blocks Textures Timeline Visibility History Mine-imator is a freeware program created and currently being developed by . It allows you create Minecraft animations easily without the pain of purchasing a £2,500 from Maxon Computers. Initially, around the end of 2012, The Glorious David began to write the program we know today. However, the average download rate per day was only ~___ per day. After a little help from sharing YouTube videos, creating a forum page, and frequently keeping the community updated, Mine-imator has reached over seven-hundred thousand downloads overall! Development On September 20, 2012, an extremely early beta version of Mine-imator was released. Four months following, The Glorious David says that he's going to start constructing version 0.6.0. Merely a day later, December 6, 2012, he updates the developer blog, saying: "Open-able chests and double chests added. This new category will be called 'Special blocks' and there will be an option to automatically create special blocks out of a .schematic. Now for levers and pistons!" The following day, leavers and pistons are added and a picture of what working on the program looks like is shown with the caption: Silverfish, everyone's favorite mob, were added the following day. On the sixteenth of December, the option of customized settings were implemented for the euphoria of your eyes. A couple days later, The Glorious David adds bats and useful/not-so-useful settings into the software that enables the animator to do more with it. More mobs are added into the program during the Christmas eve hours of 2012; after Mojang's "Pretty Scary Update." (Witches, Withers, and Zombie Villagers...) Five days prior to Christmas the community receives a belated present from The Glorious David: Mine-imator v0.6.1 that includes new features and squashed bugs. Using the item instance, The Glorious David makes a simple cape rig a few days after the 2013 new year. Then the capabilities of chests with item instances inside, and a new performance log for 0.6.2 are implemented. Then, there is silence for a time. On March 31, The Glorious David announces he's commenced work on Mine-imator 0.7.0 which adds a new world importer; animated water, lava, fire, and portals; clouds; and new blocks from Minecraft v1.4.2. During the beginning of Summer vacation, 2013, The Glorious David releases the Mine-imator snapshot for 0.7.0. Mine-imator then enters a phase were the community seeks revenge from their creator due to minimal updates.... gah! (Okay no, but I'm tired of typing and will update this anchor later...) Tutorials
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