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  1. Greetings everyone! In this dev update, I'll be covering a handful of new features I've been working on for Mine-imator 1.3.0. However, before we dive into the following eye candy, I want to mention that due to the sheer size of this update, its official release is not in the near future-- and doesn't have an ETA. Unlike the past two updates, 1.1.0 and 1.2.0, this update includes a variety of goals. This includes an effort to improve rendering, animation workflow, and the interface along with adding new features that may come with them. Though during development, I'll be posting dev updates more often to give insight on how development is going. With that being said, this post will highlight a couple of the first big improvements to come to the update. Renders used in this dev update were made by @Hozq. Lighting improvements The way lighting is applied to objects has changed in 1.3.0. Before, ambiance only affected dark areas, but now, ambiance is applied more accurately to the scene by being applied additively to pre-existing lighting in the scene. This allows for brighter scenes and improves the appearance of dark areas such as areas with AO. Changes to shadows Shadows are getting a significant upgrade in 1.3.0. Previously, shadows used a method that would blur all shadows in the scene. Now, shadows are rendered multiple times determined by a new samples setting that scatters the shadow maps of lights around, allowing for shadows to be harder near its caster, and softer the further away it is. (Also to clear up a misconception, this is not PCSS. ) An improvement was also made to the way sun shadows are cast, allowing the sun to act as a proper directional light in the scene. Volumetric rays This feature has been requested many times over the past few years, and is finally being added to 1.3.0. However due to (technical) restrictions, the rays are only available for the sun. These rays are not rendered in screen-space and will appear even if the sun is not in-frame. As mentioned before, rendering isn't the only aspect of Mine-imator that will be getting improvements though however, that's the first part of this update I'll be tackling so it may be a while till other features are shown off. Until next time!
    144 points
  2. Hello everyone! It's been a while since the last dev update, and I'm sure you have questions about the update and what's taking so long, so let's start with answering that. What's taking so long? In the previous dev update, I mentioned that I was working on "Inventory", the new UI for Mine-imator. This ended up taking a while to finish and pushing back when I planned to start on optimizations for rendering. I've since finished optimizations and now wrapping up any final graphical features for the update. A change of plans As many of you know, the "Caves & Cliffs" update for Minecraft has been split into two parts. This delay in the second half of the update will give me more time to further refine the update and improve areas where the program lacks, like animation. This of course will result in a delay of the update into next year, Mine-imator's 10th anniversary. The Anniversary Update With this new delay for the update going into Spring 2022, I've decided to rebrand the next major update from "Mine-imator 1.3" to "Mine-imator 2.0: The Anniversary Update". With overhauls to graphics, UI, and eventually animation (?), both david and I believe this update is deserving of the 2.0 title. I can't say for sure what new features will be coming in the next coming months for the update, but I'm sure the update will be worth the wait. W.I.P. feature gallery It would be pretty cruel to end the update with nothing to show, especially with how long its been since the last dev update. So here's some early previews of what's in store. Do note that things are still subject to change in development and the following may/may not be final. ? That about wraps this dev update up, I doubt anyone was hoping for a delay on the update, but I hope these exciting announcements offer plenty of hype for what's still to come!
    138 points
  3. Lovely banner by OzFalcon Latest update: January 28, 2022 - Update 34 NO LONGER TAKING REQUESTS The Modelbench Armory is a collection of weapon models made for Mine-Imator users to use in animations, still renders, or anything else you can think of. Feel free to use them for whatever you please, no need to give credit although it is appreciated. Sounds are included with all gun models, although I recommend you use your own for more consistency. The Modelbench Armory is conceptually based on Überkiller's now-defunct Mine-Imator Armory. Thanks to @MYSELF3200, @CodyBI, @Slime, @Hozq, @OzFalcon, and @Duychung for their help with the Armory. Frequently asked questions: Terms of use: Some very basic tips/advice: WEAPONS Assault rifles & carbines: Battle rifles & DMRs: Single-action rifles: Anti-materiel rifles: Machine guns: Submachine guns: Handguns: Shotguns: Explosives & launchers: Melee weapons: Misc: ATTACHMENTS Every attachment has an attachment type in parentheses, and should (atleast within realistic bounds, you can do whatever you want really) only be attached to weapons with that attachment type. These are pretty much only meant for firearms, not melee weapons or anything else like that. You can find what attachment type(s) a weapon has in its info .txt file, if applicable. The "Custom" attachment type means it doesn't use any standard mounts and is generally attached to a gun permanently. Muzzle devices instead have what round they're meant for in parentheses, and should generally only be used on guns with a matching or comparable cartridge if you want to keep things realistic. Also please note that magnified sights do not include any zoom/magnification setups, and you'll have to set those up however you want to get a zoom effect. Grips & bipods: Muzzle devices: Close-range sights: Medium-long range sights: Underbarrel weapons & bayonets: Other attachments: Thanks for taking the time to look at this, I hope it's helpful.
    132 points
  4. Nimi

    Mine-imator 1.2.9

    Download 1.2.9 Version 1.2.9 (Dec 18th 2021), changes: World importer Added support for 1.18 worlds with default world height. Added color preview for biomes. (Note: Biomes are not exported to Mine-imator.) Added support for datapack dimensions. Changed "Loading region..." message to be in the top-down viewport, added a new percentage. Added a limit to water transparency, allowing for clearer oceans/rivers. Certain blocks now have a color manually set. (Instead of generated from its texture.) Certain tasks are now multi-threaded, giving a massive performance boost. Side-view viewport now updates in realtime when changing block selection in the top-down view. Filtering water blocks now removes "waterlogged" states from blocks Fixed crash when loading chunks from different Minecraft versions in the same world. Fixed most block variants not appearing. Minecraft support Updated items & biomes to Minecraft 1.18. Added "Mojang Studios" and "Migrator" capes. Updated biome colors. Enchanting tables now glow. "Vertical" blocks from the workbench now adapt to their vertical "repeat". Includes: Kelp, Weeping Vines, Twisted Vines, Pointed Dripstone, Big Dripleaf & Cave Vines. Changes Added "Use x64 world importer" program setting. (Launches a x64-bit version of the world importer for increased memory usage.) Changes Removed "Remove waterlogged water" setting Reduced smooth camera sliding. Updated GameMaker runtime to 2.2.5.378 (Same as Modelbench), giving a faster startup. Bugfixes Fixed vertical repeat affecting random offset for certain blocks. Fixed "Mapped texture" affecting other shape types when creating a shape in the workbench. (Would hide certain settings in the library.) Version 1.2.8 (Jun 10th 2021), changes: Minecraft support Updated Minecraft assets to 1.17. Added support for mob heads in scenery. Added book model. (Replaces Enchanting Table special block.) Added capes and elytra cape variants. Added spectral and tipped variants for arrows. Added 'targeting' state for conduit. Added missing Bamboo Jungle biomes. Updated characters and special blocks. Updated names for characters and blocks Changes Invalid characters in project folder name are now replaced with an underscore, instead of being deleted. Bugfixes Fixed wall generation. Fixed random block models not using all possible models. Fixed waterlogged blocks with a position offset affecting water block. Added filter for trailing spaces in project folder name. (Fixes bug with projects not saving.) Fixed desaturate night settings not saving without a background object. Fixed value jitter with glow brightness and glow color threshold values. Version 1.2.7 (Jul 4th 2020), changes: Features Added quality setting for Depth of Field. Changes Updated player and spawn icons in world importer. Block names now use language file when loading on startup. (ex. grass_block - > Grass Block) Minecraft assets Updated Minecraft assets to 1.16.1. Added "Shooting" variant for the Ghast. Individual redstone wire blocks can now be fully edited. Bugfixes Fixed memory leak with bending body parts. Fixed mip-mapping artifacts. Fixed old custom block models using old texture names. Fixed camera blades making bloom effect brighter. Fixed rendering order of blocks. (They are now rendered in order based on volume of elements.) Fixed banners in scenery turning white if scenery is deleted or duplicated. Version 1.2.6 (Jan 12th 2020), changes: Features Added alignment settings for text objects. Added "AA" setting for text objects to enable/disable anti-aliasing on the text's font. Added support for new model settings and behavior in Modelbench 1.0.0. Added "Glow color threshold" for blocks that glow by default to determine how bright a pixel needs to be to glow. Changes Improved bending appearance. Bend wheels have been changed to sliders. Updated icon for importing models in the workbench. Minecraft assets Updated Minecraft assets to 1.15.1. Bugfixes Fixed crash when not using a resource pack on scenery templates that have special block timelines. Fixed search results in block lists not being accurate. Fixed cloud offset moving all clouds away from scene. Fixed 3D planes not bending properly in most scenarios. Fixed Smooth diorite stairs/slabs, Mossy cobblestone, and brick walls not importing. Fixed crash when generating scenery with certain blocks. Fixed water generation near waterlogged blocks. Version 1.2.5 (Sep 16th 2019), changes: Features Added blade settings for the camera to change 'Depth of Field' and 'Bloom' appearance. (Blade amount and blade rotation.) Added 'Chromatic aberration' effect for the camera. Added 'Distort' effect for the camera. Added rotation option for background skybox/skysphere. Changes Improved quality of 'Depth of Field' effect. Improved near blur of 'Depth of Field' effect, though large blur sizes may not be desirable. 'Anamorphic ratio' options for 'Depth of Field' and 'Bloom' can no longer be negative. (Rotating blades is now recommended.) Background ground block can now be animated. Increased height of 'Export image' popup to fit all components and text. Minecraft assets Added wind to Fire, Campfire, and Sweet berry bush. Fixed End stone brick slabs not importing from worlds. Updated Pillager arm texture. Bugfixes Fixed shadow delay with 'Follow camera' enabled. Fixed crash caused by spawning an object using a deleted camera as a texture. Version 1.2.4 (May 21st 2019), changes: Features Added "Remove waterlogged water" program option to remove water from waterlogged blocks, kelp, etc.. Added color option for vignette. Added "Blend mode" options for objects. (Note the object's interaction with the scene can vary depending on the mode.) Changes Changed default sky color and fog height. Tweaked how automatic fog color is calculated. Removed slight blue tint on story mode clouds. Bugfixes Fixed crash when loading certain resource packs. Fixed white scene textures when a visible shape used a camera as a texture. Fixed rotation point values not having default values. Fixed body parts not using their custom rotation points. Fixed issues with casted shadows causing artifacts. Fixed typo in English translation. Fixed crash when saving certain objects/projects. Fixed crash when trying add a new object from the workbench. Fixed "Memory allocation failed" crash. Fixed chorus plant blocks not loading from worlds in 1.13 or newer. Fixed smooth stone slabs appearing as stone slabs from older worlds/schematic files. Fixed textbox padding for particle launch angle settings. Fixed film grain stretching on largest dimension in render. Fixed sheep, panda, villager, wandering trader, and ravager models. Fixed crash when setting FOV to a custom value while having unlimited values enabled. Version 1.2.3 (May 4th 2019), changes: Features Added Minecraft 1.14 blocks and characters, as well as new textures. Added program setting to allow values to be set outside of their limits. (Use at your own risk!) Added program setting to search for variant names too when searching for blocks. (Interface settings, on by default.) Added tooltip to show the amount of frames in the selected timeline range. Added "Sprite (Template)" option for particles to easily choose new Minecraft sprite particles. Added "Launch angle" options for particle types in the particle editor. Item texture and slot can now be animated with keyframes. Added 'Bleed light' setting for timelines. Added 'Camera shake'. Added 'Anamorphic ratio' option for Bloom and Depth of Field for adjusting the vertical and horizontal scale of the blur(s). Added a lens dirt effect for the camera. (Custom texture, radius, and intensity can be changed and animated.) Added 'Vibrance' option for color correction. (Boosts the saturation of desaturated colors.) Added new Bokeh settings for the Depth of Field effect: Edge bias (How strong the edges of the CoC should be in comparison to the middle.) Bokeh highlights Bokeh threshold (The brightness threshold for bokeh highlights.) Changes Improved general performance. Improved quality of film grain. Improved sunset/sunrise appearance. Altered the appearance of Depth of Field to look similar to traditional bokeh. Fringe effect in Depth of Field now properly separates color instead of bleeding color. Disabled SSAO on particle spawner timelines by default. Updated workbench icon and logo to match new workbench textures.(Also more vibrant.) Bugfixes Fixed crash when loading worlds with banners prior to Minecraft 1.13. Fixed some instances of film grain stretching vertically. Fixed brightness slider in color correction not allowing a minus symbol. Fixed certain keyframes not clamping correctly when editing multiple keyframes. Fixed new banner patterns in editor not using a pattern image if a pattern is already selected. Fixed sun shadows changing when SSAO is enabled and camera FOV is altered. Fixed 'Alpha add' options in the particle editor not allowing a minus symbol. Fixed Inherit Select not saving. Fixed certain blocks in scenery from 1.13 and later not generating correctly.(Connecting blocks like; Walls, stairs & fences.) Fixed water generating where it shouldn't and blocks not being waterlogged properly. Fixed popup names not updating when the language file is changed. Fixed custom rotation point XYZ values resetting when disabling custom rotation point. Fixed SSAO appearing on clouds. Version 1.2.2 (Jan 26th 2019), changes: Features Added "Transparent block texture filtering" in graphics settings. Added "Desaturated night" option in background settings, along with an option to control the desaturation amount. Added "Fringe" option for Depth of Field. Added "Color burn" option for Color correction. Added "Film grain" effect for cameras. Added "Inherit select" in timeline properties(If you select their parent, they'll get selected too.). Added seamless repeating button for the timeline. Added interface color option for viewport object highlight. Added button in workbench in to hide list of options. Startup now displays what block its currently loading. Updates to banners Added wall banner variant. Added banner editor popup. Banners from worlds can now be loaded with patterns and colors. Fixed rotation point and scale of banner model. Bugfixes Fixed armor stand arms not being parented to body. Fixed vex charging variant being incorrect. Fixed world import crash with newer worlds. Fixed animatable blocks not using the scenery template's resource. Fixed default MC resource pack being sometimes replaces when replacing a resource with the same name. Fixed "Inherit..." checkboxes not being laid out correctly for some objects. Version 1.2.1 (Nov 11th 2018), changes: Bugfixes Fixed a crash when loading a project containing missing items. Fixed a crash when importing scenery from a world with a name containing non-English characters. Fixed a crash when loading schematics containing mob heads or gray colored beds. Fixed shapes using cameras as a texture not rendering in high quality when exporting as a movie. Fixed a crash when exporting a movie containing 1 frame only. Version 1.2.0 (Oct 31st 2018), changes: Minecraft support Added the mobs, blocks and items from Minecraft 1.13.1 Support for worlds from Minecraft 1.13.1 Added all Minecraft biomes and biome variants, also updated biome names New options for existing models Wool color for sheep Markings for horses Charged vex option Arms for armor stands Minecraft: Story Mode clouds option Animation features Right-click shortcut in the timeline to pick a transition Ctrl+Q shortcut to create keyframes for all selected timelines at the marker’s position Option to visualize seconds and half-seconds on the timeline Option for particles to be destroyed when they hit their bounding box More background values are now keyframable using the "Background" option in the workbench: Rendering features In the “Graphics” tab of objects Glow effect Glow color is adjusted in “Color” of keyframes Includes setting to only display the glow effect Options to hide objects in low and high quality rendering modes Biome tinting option for objects to be affected by the biome foliage color In the “Camera” tab in camera keyframes Bloom effect Threshold, radius, intensity, and color options Color correction Brightness & contrast Saturation (Behaves differently from color settings) Vignette effect Radius, softness and strength options In the “Background” tab of the project Sunlight strength option (High Quality mode only) Custom biome colors for water, grass, and other foliage To enable, select “Custom” when picking a biome Option for the scene to have a different fog color from the sky fog In the “Graphics” tab in Settings Blocky style option for bent arms/legs Noise effect option for grass and water Option for bright blocks in schematics to automatically be given the glow effect Option to turn on foliage light bleeding for plant-type blocks In the “Render” tab in Settings Option to turn off all camera effects Radius, intensity, and falloff of glowing objects Custom watermark options for exported images and movies Misc Spin option for items Rotation settings for sprite particles Interface color option for the group select box in the timeline Changes Added a button to helpful tutorial videos by @AnxiousCynic Default program FPS setting is now 60 Work camera rotation now eases when moving The default ambient color now has a blue tint, and the sunlight has a yellow tint Checkboxes with interface content can be collapsed using the adjacent button with three dots (...) The “Cross section view” of Minecraft maps can now be freely moved up and down Filtered blocks will be previewed in selected Minecraft maps Acacia leaves, Dark oak leaves, and sugar cane are now affected by the biome foliage colors Updated resolution size templates to more modern resolutions Resolution size templates now use the language file Water no longer casts shadows Added highlight outline for selected keyframes Item bouncing is now slower, matching the speed of bouncing items in Minecraft Heavily improved performance for shadowless point lights when used in great quantities Moved Depth of Field blur size from program render settings to camera keyframe settings, and changed the default size to 1% Increased Depth of Field quality Added a graphical improvement for SSAO Tweaked stars Piston extensions now extend to a full block Fog is now circular Bugfixes Fixed crash when importing models that contain 3D planes using “Import an asset” Fixed crash when deleting a camera used as a texture in the library Fixed crash when loading a project with a resource pack used for the moon texture Fixed crash when duplicating scenery with animated blocks Fixed point light buffer size resetting when re-opening program Fixed graphics tab in spot light properties not being the same as point light properties Fixed UI elements being blurred if "Blur texture" was enabled Fixed completely transparent models still rendering SSAO and shadows Fixed objects that face the camera casting incorrect shadows Fixed crash when undoing changes to the sunlight color Fixed a crash when deleting bodypart keyframes Fixed timeline length not updating on some keyframe operations Fixed various crashes when importing scenery from a world Fixed a 1-frame delay when switching visibility between two cameras Fixed a bug that had a small chance of corrupting a project when loading Changes (since pre-release 3): Bugfixes Fixed a bug that had a small chance of corrupting a project when loading Fixed a 1-frame delay when switching visibility between two cameras Fixed the Mooshroom model... again Fixed graphical issue with alerts when the toolbar is in a vertical mode Fixed issues with the following animated background options: Custom fog color Custom object fog color Sky fog Follow camera Version 1.1.x: Version 1.0.x:
    124 points
  5. Greetings animators! Five years ago on this day I unveiled the first Beta version of Mine-imator to the public, hyped up by the popularity of @Frossa's semi-viral TF2 "Meet the Team" remakes in Minecraft. Despite the program being crude and severely lacking in features and graphical effects, pumped fans jumped head first into it and started making content, and the creation of these forums shortly followed to allow everyone to share their work. I would have never imagined that five years later, people of all ages would still be using Mine-imator to make awesome animations and art. In fact, judging from the number of daily downloads, Mine-imator is more popular than ever, and has started to be used professionally to make graphic novels and to teach animation in tech camps in the US, which of course wouldn't be possible without your continued support! Now I must admit that, while functional, the program has failed to keep up with the never ending stream of new Minecraft content, and there are still serious issues halting the creative process for some users, occasionally leading to projects getting corrupted and hours of work being forever lost, which sucks. Hard. Therefore, I have decided to take some time off from other projects to deal with these problems before passing over the development torch to someone else. However, since I now also have a full-time job alongside personal projects, progress will take longer than usual, so bear with me! I'm now announcing that after a 1½ year long wait, a new Mine-imator update is in the works that will be publicly released within the next month or so, first as a pre-release before fully replacing the now outdated version. I can say right now that it will not contain any crazy new rendering effects or animation features, but rather focus on stability and keeping the program up-to-date with all previous and future Minecraft versions, which are the two current main issues with the program. "But, wait...", I hear you think (yes, mind reading is a neat little perk of being a developer), "...future Minecraft versions? How will that work?". Just read on... To start off, the update will bring some fundamental changes behind the scenes regarding how character models, blocks, items and schematics are loaded into the program. Without going in too far into the technical details, a big flaw of the current Mine-imator is that everything is stored inside the program executable (hard-coded), which makes it a significant effort trying to keep it up-to-date with all the new mobs and blocks being added into Minecraft at an ever increasing pace. However, in the next update, all the assets will be located in an external archive, along with a specification file that defines what it contains and how it's used. Along with this, the file handling will be given a make-over, to address some of the crashes and corrupted files people have been having. The program's engine will also utilize a newer DirectX version that could increase the rendering performance for some users. Among other goodies, this is what you can expect in the update: More stable project/rig loading Blocks and characters being loaded from external JSON files (that may be customized if desired) System for auto-downloading new Minecraft models and textures Some minor graphics-related features New settings for character models and block variations I have been collaborating with @Nimi, the current undefeated champion of Mine-imator modding, and he has decided to discontinue his "Community Edition" mod in favor of me letting him take over the development of future Mine-imator versions. As an extra bonus, Nimi has been working on a long-requested feature to go along with this update. Exciting, right!? More will be revealed soon... So basically, a pre-release of a shiny new Mine-imator update will be available for download on the forums within the coming month. I'd appreciate if you could try it out with your new and old projects (just be sure to save some backups if you value them!) so I can iron out the biggest bugs before making it official! Until then, keep calm and animate on!
    120 points
  6. 113 points
  7. For everybody to enjoy the Mine-imator forums, we must make an effort to follow some guidelines. Speak English English is the language of the internet, including the Mine-imator forums. You can speak in whatever language you want in PMs, though. Don't create duplicate topics Keep the amount of topics to a minimum to improve the browsing experience for other members. Don't make more than one account It takes up forum space, causes confusion between members and makes moderation a headache. Alternate accounts will be detected, removed and a warning issued to the original account. Post in the correct subforum If you're unsure, see the header in each subforum to see what you can and what you cannot post there. Topics that are posted in the wrong place will be moved by a moderator. Don't use oversized signatures To save everyone from breaking their mouse scroll wheel, keep the signature size to a minimum. 200-250 pixels tall is the absolute maximum. If your signature is ridiculously tall, a moderator will remove it and give you a warning. Don't abuse the Reputation system The Reputation system was made to highlight and incentivize helpful and constructive posts. Do not give up- or down-reps to a member just for the sake of increasing or decreasing their rank, or create shops to harvest Reputation in exchange for services. Doing this will result with a warning and eventually your Reputation reset to 0. Don't chat The forums are for intelligent discussions and not small talk. If you want to chat, go here or use the PM system. Don't use adf.ly or similar services Unless you are the rightful owner of the thing you're linking to. Don't post a status update about a new topic you've started If the topic is still visible under "Recent Topics" Do not revive dead topics A topic is "dead" if the latest reply is more than 2 months old. Rather than bumping them to the top, start a new topic. You may revive your own topics, as long as you add new information. Topic revival is only allowed if the topic is posted in the Mine-imator creations or Mine-imator resources sections of the forums. Use the report button, don't resort to mini-modding If someone is breaking any of the rules here, don't post anything. Rather, press the "Report" button in the top left of the offender's post. This will alert all moderators, leaving a message like "This is posted in the wrong forum!" will not. Taking matters into your own hands like this is called mini-modding, and posts like that take up space and do not add anything to the topic. Read more about mini-modding here. Do not impersonate others This includes regular members, moderators or banned users (by using the infamous "BANNED" avatar) These things are not tolerated ANYWHERE on the forums (including the Discord and PMs) Discussions of illegal subjects/activities (this includes software cracking, torrenting, etc.) Offensive/racist/rude behavior or imagery Bullying or discrimination Spamming (constantly posting the same content, nonsense or useless posts just to get noticed) Pointless swearing/overuse of CAPS Gore/Screamers or other frightening imagery Links to viruses/trojans/malware Images of/links/heavy references to sexual content Advertising potentially malicious products or sites (if you are unsure, ask a moderator) Flashing imagery or excessive use of colors, special characters, smileys and/or oversized fonts Breaking the above rules will result with a warning sent to you by a moderator/administrator. Repeated warnings will result with a banning of your account. If we follow these rules, we can all have a good ol' time!
    107 points
  8. All of us at the Mine-imator team (Nimi, Voxy and I) are currently working round the clock to bring you all a better animating experience, and I'd now like to announce that next weekend, you will be able to test the pre-release containing most of the features of the upcoming Mine-imator version. They say that a picture says more than a thousand words, but that it simply not enough for an update this exciting! Therefore, here are a few GIFs that show off some of the new things you can use in your upcoming animations or that will help you create awesome stuff more efficiently: Improved Workbench settings for Characters and blocks Animated blocks in schematics (Doors, chests, levers...) Bright blocks in schematics (Lava, fire, torches...) Custom rotation point for characters Improved item sheet importer Pretty self-explanatory... And finally... Among other things, the update will also contain all the current Minecraft mobs and blocks at your disposal, and the program will be well prepared for anything new Mojang has planned for their game. Now excuse me while I dive back into the code...Ciao! P.S.
    102 points
  9. Greetings! With the 10 year anniversary of Mine-imator coming up, I’ve decided to temporarily rejoin the developer team and add some long requested features you will soon be able to download in an upcoming version 2.0 pre-release arriving late May/early June! @Nimi has done some phenomenal work on new features (many not even announced yet!), however the graphics engine used (GameMaker) has been a big obstacle towards optimizing the software and ensuring good framerates and memory usage with all the new additions. Therefore I have jumped in to lend a hand and I've finally been able to successfully migrate Mine-imator to a new graphics engine using the C++ programming language for added performance, optimized memory (x64) and multi-platform support. For all the technical details see the bottom of the post. In order to facilitate the development we have greatly appreciated your support throughout the years, creating and sharing content, giving suggestions, reporting bugs and especially with donations! Mine-imator has for the past decade been completely free and will remain so, but your donations have helped keep it alive with webserver costs and directly funded the development of version 2.0 (for instance, I had to get a MacBook for this update ). If you have not donated yet to the development team or wish to continue supporting, see the link below: Donate to Mine-imator development ($5+ one-time or recurring) With all that aside, let’s get to the new features found in the first 2.0 pre-release, later followed by additional releases with Nimi’s UI changes, animation improvements and rendering features (See Dev Update #21)! Let’s get HYPED! Starting off small yet useful, an actually working Cancel option when clicking the program’s X! Next up something for the multi-monitor animators: No more crammed workspaces, simply detach your timeline or camera view into a second window and drag it to another screen! Scenery/.schematic file loading has been multi-threaded and optimized to be around 10 times faster as well as taking up less memory, allowing much bigger regions than before! In addition, the scenery is cached and instantly loaded upon re-opening your project (with no loading bar). Mine-imator will soon be able to handle much more complex projects with a speedup between 3-5 times compared to earlier versions when rendering many objects. This is made possible with CPU optimizations and combining objects into batches before sending them to the GPU for rendering (Mine-imator will not be allocating more CPU resources compared to current versions, just using them more efficiently). Linux users have been left out of using Mine-imator for 10 years, but no more! Version 2.0 will run smoothly on Debian/Ubuntu operating systems with all the same features! (P.S. If you have another favorite Linux distribution let us know) Same goes for Mac OS users after countless requests! Finally, the “Import from World” option has been completely reworked to have a 3D interface for more easily selecting a section of your world to animate. Despite being 3D and having more options, it will also load worlds much more quickly compared to the current version and in general be more stable. It will also be integrated into the software rather than opening a pop-up window, and accessed with a shortcut in the toolbar. Behind the scenes of the 2.0 C++ port: (Things will get technical and nerdy, you have been warned!!) Be sure to keep an eye out for the upcoming pre-releases, following our Twitter page or joining our Discord chat might be a good idea. Once again thank you for all the support through the years and keep on animating our favorite block game! /David
    101 points
  10. Nimi

    Modelbench 1.1.5

    Download 1.1.5 Version 1.1.5, 2023.02.28, changes: This patch focuses on parity with Mine-imator 2.0's interface and feature changes. Due to changes with the GameMaker, Modelbench is only available for 64-bit Windows computers. Full patch notes available below: Version 1.1.4, 2021.02.12, changes: This patch focuses on bugfixes. Full patch notes available below: Version 1.1.3, 2021.01.16, changes: This patch focuses on bugfixes and file dropping support. Full patch notes available below: Version 1.1.2, 2020.09.02, changes: This patch focuses on stability and fixes bugs related to controls. Full patch notes available below: Version 1.1.1, 2020.08.28, changes: This release focuses on further improving the program's user interface and controls, based on user feedback. Notable changes include: ?️ A new, context-sensitive actions bar at the bottom of the screen, which lists all the available commands and shortcuts. The resize tool joins the modeling toolset, allowing you to resize shapes from the viewport. ?️ The camera controls now use the left mouse button by default, just like previous versions. A setting to change it back to the middle mouse button is also available. ? By popular demand, walk navigation has been brought back! While you can still access it by holding down the right mouse button, a handy button is also available in the viewport's toolbar. ? Various improvements to the user interface and experience. Full patch notes available below: Version 1.1.0, 2020.08.16, changes: Controls Changed navigation controls: Added panning (Shift + Press mouse wheel + Drag mouse) Changed orbit control (Press mouse wheel + Drag mouse) Removed first-person navigation Added settings to top toolbar: Absolute snapping Enable/disable overlays (eg. Grid, gizmos, outlines..) Wind settings Viewport render options (Flat, shaded, and textured.) Viewport shading options (Solid and textured modes only; Ambient occlusion & lighting) Blocky bending Added bend tool, allows editing: XYZ bend angles (Wheels) Bend offset (Bend tool icon) Bend size (Bend handles) Added group-select. (Left-click + Drag mouse) Added plane gizmos for the pivot, move, and multi-transform tool. Added object panning for the pivot, move, and multi-transform tool. (Press and drag tool icon in the viewport.) Added "New model" and "Import model" shortcuts. (Shift + "New model" shortcut will create a new model from a template.) Added snapping for XYZ scale viewport gizmo. "Save model" shortcut + "Shift" saves the model as a copy. Changed default snapping behavior in the viewport, value(s) now snap relative to the original value(s). (Absolute snapping reverts this.) Gizmos now fade away at grazing angles. Mouse position now wraps in viewport area when moving gizmos/navigating. (Also applies to UV editor.) Lowered default snapping value when snapping is not enabled. Interface Added element search. (Moving elements in the hierarchy is disabled while active.) Added highlight to elements in the viewport when hovering them in element list. Added "locale" string for language files. Language setting now uses given language name in included language files. Element names can now be edited in the element list by double-clicking them. Shortcuts are now displayed in the side menu. File dialogs for importing a model and browsing templates now use correct captions. Snackbars now fade when closed. Model save errors are now combined into one notification. Closing the menu or switching menu tabs now closes the "About" popup. "Allow Minecraft skins" and "Hide shapes" settings now support undo/redo. Updated error and accent colors. Updated startup splash. Updated icons. Updated program icon. Models Added .obj exporting. There are a handful of restrictions due to the limitations of the format. Added "Feature set" program setting to hide specific features in the interface, models will still be saved as .mimodel. Duplicating parts will now add a duplicate suffix. (eg. (1), (2), etc.) Bugfixes Fixed snackbar memory leak. Fixed textbox click area for wheels. Fixed viewport toolbars becoming opaque when the mouse is nearby while the side menu is open. Fixed "Inherit bend angles" affecting parts with no bendable axes. Fixed interface colors updating mid-frame. Fixed model scale snapping while snapping is disabled. Fixed model scale intensifying move gizmos. Fixed size of pivot tool gizmos changing based on shape offset values. Version 1.0.x:
    88 points
  11. Hello everyone, and hope you're all doing well! It's been a while since the last dev update, a lot of crazy stuff has been going on in the world since then. However despite the madness, I still found time to work on the next exciting update for Mine-imator! Not much progress has been since then, but I figured I would show off some things I've been working on. The renders featured in this dev update were made by @Keep on Chucking. Volumetric fog For those who have seen the last dev update, I showed off the new volumetric rays. Originally, I wanted to make the rays a proper volumetric fog with sunlight scattering through. After revisiting this feature this past Summer, I've upgraded them to a proper fog effect! This effect can be used alongside the default fog included in Mine-imator and there will be an option to switch back to the volumetric rays shown in the previous dev update. Indirect lighting / SSGI New shadows? Improved ambient lighting? There no way lighting can get any better.. can it?! It can. Introducing: Indirect lighting, a secret ingredient among many to making your lighting really pop in your scene by allowing direct lighting to be casted from bright objects automatically, and allowing light to bounce from objects directly lit by light sources and tint the surrounding area! This feature really brightens your scene up and makes lighting a lot easier to set up. However, due to being a screen space rendering technique, the effect will only work with lit objects that are visible to the camera. Inventory After overhauling the rendering in Mine-imator, I'm now onto integrating the rebrand in Mine-imator. Inventory is the name @Voxy has decided on for the slick design language Modelbench uses and what Mine-imator will eventually receive in the next major update. This process will take a while, as Mine-imator's codebase is arguably bigger than Modelbench's. In the meantime, if you have any questions concerning the new interface, feel free to drop them below in the replies for Voxy to answer in an upcoming Q&A post! That's all I've got to show for now unfortunately! While things may be moving at the pace of a snail, I'm afraid things won't speed up any time soon since I'm the only developer working on this update after all, and I have a part-time job and doing full-time college. However there's no need to fret, as Voxy and I are trying our best to make this the best update we can possibly (and reasonably) make it. Until next time, keep on animating. Oh, and of course, one last thing...
    88 points
  12. Hey everyone! Just wanted to share the animation I just recently finished, my first fully animated video done completely in Mine-imator! I'm open to criticism and any ideas for future videos I could make, thanks for watching!
    87 points
  13. Good news! The legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases: Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david Phase 2 (November): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1 and Minecraft 1.19 support Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible. Note: Back up your projects before installing, or install in a separate location! Now, without further delays... Get for Windows Get for Windows (.zip) Get for Mac Get for Ubuntu/Debian Get for Linux (.tar) Get for Windows 32-bit Get for Windows 32-bit (.zip) 2.0 Pre-release 4 (2022-07-29), changes: Changes Crushed some bugs Interface scale setting is no longer visible when the only option is 100% to avoid confusion 2.0 Pre-release 3 (2022-07-11), changes: Features Added support for 32-bit Windows systems Added tarball (.tar) download for various Linux distributions (Arch Linux, Fedora etc.) Changes Rendering now uses DirectX 11 for Windows, will give better framerates for users with AMD GPUs or integrated CPU graphics Objects completely out of view are no longer sent to the GPU for rendering, will give a speedup in certain situations Yet more bugs squashed Changed interface scale setting to use fixed values (100%, 200% or 300%) Canceling movie export no longer deletes the file Modelbench popup only shows up on Windows 2.0 Pre-release 2 (2022-06-13), changes: Features Interface scale setting for high DPI monitors in Settings>Interface (Automatic or custom scale) Render distance slider in Settings>Graphics Changes Squashed a lotta bugs Added a more accurate FPS counter Adjusted size of custom fonts in the UI Removed option to add block timelines when >500 timeline are available (will return as an option in the Resources tab in later pre-releases) 2.0 Pre-release 1 (2022-05-30), changes since 1.2.9: Features Mac OS support Linux support (Debian/Ubuntu) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snaps to the world until released Hold Shift while clicking “Create” to spawn at 0,0,0 Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements Shortcut button in toolbar After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator “Cancel” option when exiting the software via “X” Assets and files can be dropped into the software from the system file explorer Improvements Overall software performance improved by x3-5 Particle performance improved by roughly x10 Audio loading is now instant Scenery/.schematic importing up to x10 times faster, depending on CPU cores Optimized memory usage for 3D meshes, meaning bigger scenery can be imported Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear) Project/resource loading stability improvements Program now runs in x64 mode using C++ Changes “Sunlight Strength” is now 100% by default (this setting may be removed in the future) Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing) New error message popup with direct links to log file and Mine-imator forums Log file moved to application folder Installation: Windows: Run the installer executable or extract the .zip archive before running. Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications. Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder: sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu. Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable. We hope you enjoy the 2.0 update, also please consider donating to help the project if you can! Donate to Mine-imator development ($5+ one-time or recurring) Cheers, David
    84 points
  14. Nimi

    Modelbench Beta 0.4.2

    Download Beta 0.4.2 Hello, animators! We are very happy to announce that the first beta release of Modelbench is now up and available for download! Modelbench is a free 3D modeling program that lets you create models you can then import and use inside of your Mine-imator projects. Easy modeling and texturing tools, as well as full support for Mine-imator's animation features – like wind or bending – allow anyone to create anything they want, without hassle. Screenshots How to install Download the archive containing the program files, and unpack it into the folder of your choice. Run Modelbench.exe to launch the program. Make sure to run Modelbench next to the "Data" folder it comes with, or else it won't launch correctly. Changelog Known/Fixed bugs
    84 points
  15. Hello Mine-imator users! Today I have some important and exciting news concerning the next update.. we've decided that since Minecraft 1.13 is taking a while to be released, we went ahead and merged 1.1.5 into 1.2. (So the next update is no longer 1.1.5 but instead 1.2.) Now, enough progress has been made on 1.2 to show off some of its many features! (Be wary that 1.2 is still in active development, however.) Glow effect for objects and bright blocks/models(Optional) Collapsable checkboxes Bloom camera effect Animatable DOF blur size Sprite particle angle settings Biome color tinting and hiding during different render modes Spinning items (Spin offset option has since been removed as you can rotate the items with keyframes.) Edit: Blocky bending for arms/legs The update's development is going rather well, however I did have to scrap specular lighting due to complications with the texturing system Mine-imator had, so I focused my efforts on the addition and improvement of other features to the update. The next update is still planned for release after Minecraft 1.13 with its accompanying mobs and blocks, so in the meantime, happy animating!
    83 points
  16. Hello everybody, hope you’re all doing well! Today, we’re very excited to announce that we're launching a big update for the Mine-imator Forums, with a beautiful new design, a revamped layout and a few extra features! In this post, we’ll cover all the changes we made, starting with...  A snazzy new look Gone are the dark blues and grays of days past! With this update, we’re introducing a brand new design, based on an updated version of Inventory, the design system that powers the user interface of Modelbench, and soon, Mine-imator. Featuring a rich, bright color palette, updated typography and icons, and a wider, more spacious layout, this slick new theme will bring a much needed modern makeover for the forums. I really hope you’ll enjoy it!  Join the dark side If you’re the kind of person who doesn’t like frying their retinas while browsing at night, don’t worry, we got you covered! The new theme comes with a built-in Dark Mode to make your reading experience a lot more comfortable when you need it. To enable it, simply click the moon icon on the top right of the page. The forums will automatically remember your choice, and you can disable it at any time, too!  Note that for this feature to work properly, any existing color formatting had to be removed from posts. This was necessary to prevent text with dark colors applied to it from being impossible to read for Dark Mode users.  News you can’t miss Unless you specifically follow the right forums, it can be easy to miss all the important new stuff we have to share with you. To help with that, we’re introducing Headlines, a new way of making announcements to the community. Headlines is a new feature on our homepage, allowing us to highlight any posts we want you to read, such as updates on the development of Mine-imator, important news regarding the forums, etc. This way, we can be sure you won’t have to worry about missing out on the latest juicy tidbits!  A bit of spring cleaning As part of this update, we’re also changing the way the forums are organized, to remove unnecessary clutter, and hopefully, make them easier to navigate. The Mine-imator and Modelbench forums are now part of the same category, bringing them closer together, and making sure that you can find everything you need in one place. As for the Minecraft and Off-topic categories, they’ve been merged into the Lounge, the new home of all the stuff that isn’t about Mine-imator. What used to be a dozen subforums now neatly fit within 4 forums, Random talk, Other creations, Minecraft discussion, and Forum games. Let us know what you think about this new setup!  And more! We’ve replaced the existing reactions with a new set of playful animations featuring our mascots Ashley and Jonathan, animated by @mbanders and myself. And for those moments where a mere upvote just doesn’t feel like it’s enough, we’re also adding a new “Love” reaction to the roster! Use it wisely! Moderators and members who have recently joined the forums will now display a badge next to their name in posts. User groups also have fancy icons next to their names! The number of won days and the number of questions you helped solve now display next to your posts, alongside your reputation points and your post count. The text editor has been updated with new icons and a few changes: Font and Size options were replaced with a Format option, letting you choose between three paragraph styles: Heading 1, Heading 2, and normal text. The text color option now uses the Inventory UI palette. While the selection is more limited, those new colors can automatically adapt for users that have Dark Mode enabled, ensuring high-contrast text no matter what background it’s being read against. The background color option also uses this new palette. It was tweaked to act like a highlighter tool, giving text a subtle background instead of a solid block of color. I’m very excited to start this new chapter of the Mine-imator Forums with all of you, and I hope you’ll enjoy it as much as I enjoyed working on it over the past few months. I’d also like to thank David, our trusty forum staff, and all our beta testers for helping me make this update possible. If you have any feedback or suggestions to make, be sure to leave a reply below! In the meantime, happy browsing, everyone! Take care. ✌
    82 points
  17. Hello fellow creators! As many of you may know by now, I'm now a Mine-imator developer. Now to kick things off, I've been planning a big update since I discontinued the Community Build mod. And now since I stopped a (rather popular) mod of Mine-imator, I didn't want to leave its features hanging and to never be seen by the world again, so I've decided to put them aside for the next major update. Now that's not all I have planned, due to a ton of requests for better graphics in Mine-imator, I've decided to make the next update themed(at face value) around just that. Some things to expect in the next major update: Bloom effect for the camera.(Remade completely, look at image above by @Voxy.) Glow effect option for various objects. And other various unnamed post processing effects coming to the camera. There are some other things I have planned, but that should be enough to reveal about the next major update for now. There is currently no ETA for the next major update as it has not entered development yet. The next major update will begin development once David is finished with 1.1.5 and Modelbench has been released to the public. Now about Modelbench, it will not be released this month. It'll be released sometime after 1.1.3 so it will contain the new bending mechanics as David revealed in part 1 of this dev update. So in a nutshell, an update with Community Build features and new graphics is planned and Modelbench will be released sometime after Mine-imator 1.1.3. This update will take awhile due to having to wait till it can be started, and how long it'll take to make so until then, happy animating and happy holidays! < Part 1
    79 points
  18. idk if the title right or not, but I don't care... Hello, I'm Yanuar Mohendra a.k.a ShinyGHATTear (can't change the username). And this is Minecraft letters model(s). So, I made this for about a week, can't find a way to make it simpler. Just take a look for it. ~shuffle text preview : ~textures preview : DOWNLOAD if there's a problem with the model, please tell me. I'll glad to hear that. Updates : Updated expired/deleted previews Added some feature preview on the post Fixed "T" letter
    78 points
  19. Hello everyone! Today marks the 10th anniversary of Mine-imator, and with the second phase of 2.0 just around the corner in September with Pre-release 5, I've revealed 7 of the biggest features coming on our Twitter page. But just in case you haven't seen them, I'll show them below. These features have been in development since 1.2.6 was released and were originally going to be in Pre-release 1 but we decided to release the new engine and importer by itself first to get it stable in the first pre-releases. Now without further ado, the true potential of 2.0... A full view of 2.0's new interface system, Inventory Custom render settings in projects Bezier curves/custom transitions Paths (cool rollercoaster video) Anti-aliasing improvements Materials and reflections (+ PBR resource pack support) (video) Inverse Kinematics As you can see, with 2.0 being the last major update David and I have involvement in, I wanted to go out with a bang and cover as many bases as possible. We're still grinding out the last serious bugs before Pre-release 5 comes out (...with more bugs ), so I hope you're looking forward it, there's a lot to mess around with! However (since not many people are aware), volumetric fog/light rays will not be coming to Mine-imator, you can read more about that here. Now despite that, before I go, I want to say thank you for the support I've received recently and to everyone else that's donated to @david and I, we couldn't have made this update as legendary as it is without everyone's support. /Nimi
    77 points
  20. Download the final 1.1.0 from here with the latest features and bugfixes:
    75 points
  21. Greetings animators. And happy holidays! I know this year has not been easy for any of us-- from million-acre forest fires, a worldwide pandemic, and everything in-between. I am sure the long wait for 1.3.0 has not helped either. To end this year on a high note, I'll be sharing a progress report of what's been going on with 1.3.0's development, showing how it'll play out until release explaining why this update is taking a while. Inventory In the previous Dev update, I mentioned Inventory, the new design language designed by @Voxy planned to be in the next update. I have been working solely on Inventory's addition since early September (Before the last dev update!) and still working on it. Since Modelbench's full release, Voxy has been hard at work refining the design language. Nothing too extreme, these changes are far more visually appealing and coherent than ever before. I plan on finishing Inventory sometime before next Spring. The endgame After 5-7 months of Inventory's development, I'll be moving onto more graphical features I still have planned. Afterwards, I'll be looking into optimizations to help with render times like frustum culling which will help with off-screen objects. After all this, I think it will be Summer and close to the next Minecraft update. I will be taking the remaining time to refine and polish the update for public pre-releases soon after Caves & Cliffs releases in late Summer. It will be a long wait for sure, but I am sure it will be well worth it! That's all I have this time around; I don't have new features to show since Inventory is my top priority till Spring. Until next time, I hope you all stay safe and have a happy new year!
    74 points
  22. It's my first time writing a post on forum ZIL-131 Truck, with a civilian variant Dacia 1300 UAZ-469 Pickup truck from PUBG, Fog light and hardtop roof can be disabled. 1986 Fleetwood bounder RV Huey UH-1 Helicopter Those rigs were made only with mine-imator, so timeline and library can get kinda dirty and rigs might be unstable. Ford Crown Victoria LTD, with a police interceptor and taxi. For now, Ford Crown Victoria LTD is the only rig I've made with Modelbench. If you want to color it, please follow the instructions 1. Select those parts 2. Disable "Color" from hierarchy tab (right side) 3. Color it with RGB, HSB and MIX Download Link: http://www.mediafire.com/file/8ia61ab140wqafl/Salem%27s_Vehicle_Rigs_%282%29.zip/file Thanks for reading! + If you're looking for Ford Crown Victoria LTD / Pickup Truck, I recommend going here as I remade those.
    73 points
  23. G'day, morning, or night everyone. Today I'll be sharing some news that'll affect the Mine-imator 'brand', and news regarding the next updates to Mine-imator and Modelbench. WIP rebranding As the title suggests, the Mine-imator brand is currently going through a major rebrand. Voxy and I have had this in mind since early 2017, and was very close to being given to The Community Build if Mine-imator 1.1.0 didn't start development! Since then, Voxy has gradually established a new unique look for the brand and now, we're ready to start rolling it out. Modelbench being the first step, as it served as a good test for trying out what we wanted out of the design changes. (This is why the Modelbench beta looked different from Mine-imator and why promotional images looked unique.) Also, this new look will be one of the last big things I do for Mine-imator and its brand before I leave as a developer. More on what the rebrand entails be revealed in the future. Modelbench 1.0 / Mine-imator 1.2.6 For those who don't know, the Modelbench 1.0 "update" is a complete remake that started back in May. It has since been roughly 6 months and due to the cleaner code, it's coming along great! At the moment I'm wrapping up some of the final features (ones returning from the beta and new ones!). Also, the next updates for Mine-imator and Modelbench will contain changes to bending that will allow smoother bends on larger body parts among other new settings to use in models and some improvements to bent 3D planes. (Which may break some current uses of bent 3D planes, though it will vary depending on how they're used.) Should also be worth noting that some models created in future Modelbench versions may not load in Mine-imator versions prior to 1.2.6 due to changes/new features for models. That is all for now, unfortunately I can't reveal *too* much but rest assured, some big things are coming! And speaking of...
    69 points
  24. Hey, animators! This pack contains all the sound effects and songs from Minecraft, extracted by yours truly for you to use in your own creations. All the sounds are provided as is, in their original Ogg Vorbis format, sorted in the same folder structure that the game uses. Enjoy!
    68 points
  25. Hey everyone, the Advanced Character Model Version 3 is finished! ! Import the .miproject ! Features: -Smooth and Sharp bends -Controllers, for that Blender/C4D feel (Not fake, they actually work) -Full body auto 3D second layers -Skin friendly, no skin editing required, just apply your skin and it works -Auto texture fingers (only for steve) Overview: Auto 3D extrusions: Full: Legs: Body and arms: Head: Fingers: Trailer animation by Hozq: That's all, hope you guys like it. (Contains both Steve and Alex) Download link: http://www.mediafire.com/file/8s9rdd76pkkuk67/ACMV3.ZIP/file ! You don't need to credit me, but it would be appreciated !
    68 points
  26. Download the final 1.2.0 from here with the latest features and bugfixes:
    67 points
  27. Nimi

    Mine-imator 2.0.2

    Windows Installer Windows (.zip) Windows Installer 32-bit Windows 32-bit (.zip) Ubuntu/Debian Linux (.tar) Mac OS Notes: Development of new features has ended and only critical bugfixes will be done going forward. Future updates are not guaranteed and will be infrequent. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects. This being free software, please consider supporting the development team and website server costs with a small donation, thank you! Donate to Mine-imator developers ($5+ one-time or recurring) Version 2.0.2 (Nov 12th, 2023): Changes Adjusted Minecraft font. Added a button to close the notification for a new update. Bugfixes Fixed Ambient Occlusion not behaving correctly with Opacity and Emissive values. Fixed crash when using a skin texture for Armor special blocks/body parts. (The texture is now ignored, as only resource packs are supported.) Fixed blurry textures in the Shaded mode on Mac/Linux. Known issue: This fix causes the enchantment glint to not be blurred for these platforms. Version 2.0.1 (Oct 28th, 2023): Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
    63 points
  28. Hello everyone, this will be my final dev update as we near 2.0's release. Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website. With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features. David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0. / Nimi
    60 points
  29. Greetings animators! Now that 2017 is starting to wrap up, I’d say it’s a good time to look back at the journey Mine-imator has taken throughout the year and what lies ahead. First and foremost, I’ve been mentoring @Nimi about the technicalities and responsibilities of Mine-imator development, and I’d say that at this point he’s ready to take over the role of bringing you all better experience using Mine-imator onwards. He’s got some very exciting things lined up for Mine-imator next year, which are teased further in part 2 of this dev update. After being in development since spring and a series of somewhat buggy pre-releases, the 1.1.0 update finally arrived, bringing major changes to how Minecraft assets are stored and used by the program. Some improvements were also made to the scenery, blocks and mobs to speed up workflow, and a few other neat bonuses like 3D text and model importing added an extra spark to animations. Thank you all for checking out the pre-releases and your help with bug squashing! Now, as a final parting gift before Nimi takes the wheel of future updates, I have gone through the effort of completely re-inventing the bending mechanic that Mine-imator uses for various body parts. This means that in the near future, body parts will have a more proper bending effect (with pinching and texture stretching) and actually be able to bend in more directions at once! See it in action below! These features will be available in the upcoming 1.1.3 patch, which will arrive shortly after Minecraft’s 1.13 update (estimated release early mid 2018), and of course support the new Minecraft map format and blocks as well. Last but not least, happy holidays! Now let’s get hyped for 2018! PS. Happy 5th birthday forums! Part 2 >
    60 points
  30. Hello everyone! It's been a while since the last dev update. The last Modelbench beta update was released over a year now, so here's a dev update touching base with what's going on. To begin with, Modelbench as a whole is in the middle of being remade from scratch, starting from May. Here are some reasons as to why I've decided to remake it: Source code was a mess... Originally, Modelbench was developed (in a rush, no less) to create resources for Mine-imator updates. It wasn't designed as a tool for the community. This had a pretty big effect on how everything was set up internally, and cleaning it up would require going through every bit of what I made, which would be time-consuming. Combined with how new I was to programming at the time with poorly written code everywhere, remaking it from scratch sounded faster than tediously rewriting syntax and restructuring most of the source. Open source! When I eventually leave as a Mine-imator developer, I don't want to keep Modelbench's code to myself. Especially if modders (or future developers) want to add new model features. Previously, I wouldn't consider making Modelbench open source, but I've changed my mind now since it'll be set up better this time around. Modelbench will be open-sourced when 1.0 launches. Since Mine-imator 1.2.4, I've been devoting almost all my development time on solely Modelbench to make it the best it can be, and promptly. This remake has also allowed Voxy to revise some design choices, making for a better modeling experience as a whole. While I still don't have a release window for when the next version will be made public, this remake is being developed much faster than Modelbench was previously. That's all the news I have for now concerning Modelbench, I hope this could answer some questions as to what I've been up to lately. I'll be showing off some of the new exciting features soon, so stay tuned! In the meantime, here's a teaser to keep you waiting!
    59 points
  31. Hello everyone! The second phase for Mine-imator 2.0's pre-releases is now available for testing, this phase includes overhauls to the interface, rendering, and animation, and plenty of quality-of-life additions. As always, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible. Note: Back up your projects before installing, or install in a separate location! Get for Windows Get for Windows (.zip) Get for Mac Get for Ubuntu/Debian Get for Linux (.tar) Get for Windows 32-bit Get for Windows 32-bit (.zip) 2.0 Pre-release 7 (2023-02-19), changes: Changes Time/Sky rotation wheels turn to draggers when compact. Bugfixes Fixed bodyparts not updated to new models in Minecraft assets. Fixed 'unlimited values' not affecting all wheel components. Fixed compacted panels affecting components in popups. Fixed rendering multiple cameras in the scene. Fixed cameras not rendering when invisible. (Affects shapes using it as a texture.) Fixed softlock when creating empty scenery with "Reduced motion" interface setting enabled. Fixed softlock when clicking textboxes with very low FPS. Fixed block UVs not rotating properly. Fixed some rendering effects being clipped in floating camera window. Fixed bench images not fading properly. Fixed crash when viewing material map settings for specific scenery imported in Pre-release 5. Fixed NaN appearing when using "0" for scale. Fixed duplicates of markers saving in projects, causing lag when re-opened. 2.0 Pre-release 6 (2023-02-10), changes: Rendering Rendering is now done in HDR, allowing for brighter lighting scenarios. (Note: Only the scene is affected. Fog, sky, etc. are not.) Added tone mapping, exposure, and gamma render settings. (Also available in camera timelines.) Added LabPBR 1.3 support for material textures. (No 'ambient occlusion' and 'porosity' mapping support.) Depth of Field blur is now "sample-based", giving smoother results in Rendered mode. Added a highlight effect for subsurface scattering. Reduced default samples to 24. Optimized Ambient Occlusion, Reflections, Indirect Lighting, and Subsurface Scattering. Other features Added "Compact panels" setting, always on if window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Added "Fade view controls" interface setting. Re-added custom objects fog color setting. Re-added custom watermark settings: Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Changes Updated Minecraft assets to 1.19.3. "Render settings" tab is now always visible, includes a "Preset" dropdown. Changed UI components for "Samples" and "Render distance". Separated XYZ scale can be accessed in "Simple mode". Improved textbox skipping. ("Tab" / "Tab + Shift") Image exporting now shows a "exporting" screen with loading bar. Exported renders/movies now renders 1 sample per program frame, making the program more responsive. Tweaked sunset/sunrise. "Yes/No" settings for blocks/models are now checkboxes. Re-added "Select all keyframes" button in timeline list. Changed default keybinds for viewport tools. Keybinds now work with toggleable tools. Renamed "Duplicate instance" -> "Duplicate timeline" "Delete instance" -> "Delete timeline" "Hide instance" -> "Hide timeline" "View instance" -> "View timeline" "Gizmos always face camera" -> "View controls always face camera" Removed Ambient Occlusion "Blur passes" render setting. "Depth of Field quality" render setting. "Gamma correction" render setting, replace with "Gamma". "Uses glossiness" setting for resources. Notification to restart program when enabling "Unlimited values" setting. Bend mesh caching (Wasn't efficient in most scenarios, behaving similar to a memory leak at times.) Twitter profile links for: Nimi, Voxy, Marvin. Bugfixes Fixed infinite loop with parented paths. Fixed icons for text alignment. Fixed "alignment" icons in timeline text editor. Fixed shadow rendering for the sun. Fixed ambient lighting being incorrectly gamma corrected. Fixed sunlight still rendering when sun isn't out. Fixed shortcuts being able to execute on home screen. Fixed workbench preview not updating when deleting a resource. Fixed timeline not jumping to path points when selected in viewport. Fixed "Unlimited values" not working. Fixed crash when deleting certain resources. Fixed typo for "Chiseled Polished Blackstone". Fixed film grain not syncing to the timeline. Fixed audio not stopping before set end time. Fixed keyframe values resetting when moving timeline marker. Fixed "Ambient occlusion" setting on timelines not working. Fixed project name/description/author containing certain " corrupting recent.midata file. Fixed crash when opening the "Surface properties" tab with object maps on for some objects. Fixed crash when pressing the left arrow button in block filtering popup. Fixed project corrupt when enabling seamless loop. Fixed crash when pressing "Alt + Enter". Fixed crash when importing player skulls. Fixed Linux file dialogs defaulting to root. Fixed crash when deleting model resource with IK. Fixed particles created from workbench not loading properly. Fixed toolbar menus needing to be double-clicked to open after closing a popup. Fixed custom water colors not saving without environment timeline. Fixed custom rotation point not draggable if object is parented to camera and has no position set. Fixed Cascading Shadow Maps not rendering correctly. Fixed date/time functionality. (Fixes "Last opened last week" bug. Projects from Pre-release 5 may say they're from the future.) Fixed holding 'escape' not working when exporting slow renders. Fixed crash when saying 'no' to saving mesh cache. 2.0 Pre-release 5 (2022-11-18), changes: Interface Updated interface to use the Inventory, an interface design by Voxy. Updated Mine-imator logo and program icon. Timeline changes Added icons to timelines. Added icons to preview the contents of folders. “Loop” options have been combined into a single button, clicking will cycle the modes. Changed timeline zooming to require the 'Control' button to be held. (Shift for horizontal scrolling, no button for vertical scrolling.) Selected frames/time is displayed next to the time. Startup changes Added splashes when loading assets. Added project pinning. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Added new program modes: Simple: Recommended for beginners, complex settings are hidden. Advanced: For users familiar with the software, access to all settings. (Requires upgrade.) Viewport changes Added "Flat", "Shaded", and "Render" quality modes. Grid overlay settings are per-project. Added "Render pass" setting to preview data in "Rendered" mode. Added math support to textboxes. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added support for manual input in sun/moon time and rotation wheels. Added “About Mine-imator” popup with credits and links. Added themes (Light, Dark, and Darker) and customizable accent colors. Added preview images in the workbench. Reorganized the Workbench. (ex. Lights and Shapes are in one menu.) Replaced the toolbar with “File”, “Edit”, “Render”, “View”, and “Help” dropdowns. Audio can now be previewed at different points in the resources tab. Holding “Shift” now allows precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. XYZ scaling is proportional. Rendering Added alpha modes to change transparency is rendered: Blended: Transparency behaves as it has previously. Has clipping issues but can be tweaked with “Render depth”. Hashed: Noisy, but fixes most rendering issues with transparency. Added PBR support: Introduced metallic and roughness properties. Supports material and normal maps, using the SEUS PBR format. (Red = Glossiness, Green = Metallic, Blue = Emissive) Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added “Indirect lighting” render settings. Added “Reflections” render settings, and specular highlights from lights. Added “Gamma correction” render setting. Added “Transparent shadows” render setting. Added "Size" setting for light sources, determines shadow softness. Rendering now uses multiple samples from the scene to produce better results for some effects. Improved Anti-aliasing. Improved sun shadows, now directional and visible from anywhere in the scene. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Timeline features Added new playback buttons: Skip between keyframes in select objects. Move forward/back by 1 frame. Play from the start of the selected region. Added timeline markers. Added "Color tagging" to help highlight and filter timelines based on selected color. Added "Ghost" toggle for timelines to hide them from the list. Added custom settings for timing markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Paths Added "Path" and "Path point" timelines, paths are constructed by parenting points to "Path" timelines. Added "Follow path" setting in the constraints tab. Particles can use paths as a spawn region/bounding box. If a path is a particle attractor, two settings are available: Directional force: Adds force along the direction of the path. Vortex force: Adds a spinning force around the path. (Like a tornado.) Controls Added interface setting to split controls into specific tools: Select tool (No gizmos.) Move tool (Position arrows and planes.) Rotation tool (Rotation wheels.) Scale tool (Scale handles and XYZ editing.) Bend tool (Bend wheels.) Transform tool (Move, rotation and scale tools combined.) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added "Save as" shortcut. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. Holding "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows better precision when moving objects. Environment Added new color settings for leaf blocks for 'custom' biome setting. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/setrise. Updated default clouds settings to better resemble Minecraft clouds. Default clouds texture is no longer cropped to 32x32 pixels. Biomes are combined in one list and can now be animated. Particles Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added new particles; “Electric spark”, “Potion effect”, and “Teleport”. Updated default particles. Default particles now use the language file. Improved bouncing when hitting their bounding box. Minecraft support / Assets Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. If available, palettes can be chosen. Added support for custom player heads in scenery. Added support for shields in the new “Pattern editor”. Added "Trees4.schematic". Updated Minecraft assets to 1.19. Inverse kinematics Added “Inverse kinematics” settings to limbs: Target: a setting for choosing another object in the animation to rotate/bend towards. Angle target: another object in the scene to use for rotating towards. Angle offset: A rotation value to offset the twisting from the angle target. Blend: How much IK should rotate/bend the limb. Limbs that meet this criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. Defines the "End offset" setting. (Ex. Distance from elbow to hand, knee to foot, etc.) Animation Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added "Bézier" transition. Added “Wind influence” slider for objects. Organized the transitions list. Camera Added “Zoom amount” setting for the distort effect. Added “Rotational” mode for camera shake. Cameras can be closer to objects without clipping through them. Changes Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” Added mesh caching to speed up bending limbs. To prevent excessive memory use, bend angles are snapped by 0.05° internally and only update every quarter frame. “Render” and “Graphics” settings are combined and are per-project. Renamed "schematic" resources to "scenery" in the interface. Updated cloud name settings. Optimized noise texture generation. Loading popup will now show overall progress when loading multiple assets. (Ex. When loading a project.) Resetting camera position/rotation now always defaults to 0. Updated text when canceling movie exporting to "Are you sure you want to stop rendering?". Sunrise and sunset no longer affects fog size. Timelines no longer use a random color for keyframes. Moved Moved playback time and buttons into a new timeline header. Moved the "Select all keyframes" button into a right-click menu. Moved “Blades” and “Blade Angle” settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport. Moved “View Grid Size” to the viewport. "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons are in a right-click menu. Position, rotation, scale, and bend tabs are combined in a new "Transform" tab. Color and texture tabs are combined in a new "Material" tab. The workbench button has been moved into the viewport. Removed Warnings when attempting to create a project: Empty project names will use a default name. Duplicate project names will be given a numerical suffix. Rotation loops setting. Custom interface color settings. Custom interface font setting. "Shadow blur size" and "Shadow quality" settings. "Follow camera" and "Sunlight range" environment settings. “Gigantic (8192x8192)” option for Point light buffer size. FPS interface setting. (Custom FPS can still be set in the settings file.) Custom watermark settings. "Desaturate night" environment setting. "Noisy grass/water" graphics setting “Block glowing” / “Block glow threshold” graphics settings. "Custom object fog color" environment setting. "Foliage tint" appearance setting. "Bleed light" / "Foliage light bleeding”. “Advanced Color Effects” button. Bugfixes Fixed texture filtering artifacts. Fixed frame outlines leaving particle sheet preview. Fixed "redo" creating particle creator new particle type in particle creator. Fixed "undoing" creating particle creator not working. "Redo" creating a new particle creator. Fixed crash when "redoing" duplicating particle type. (If "redoing" from before particle creator was created.) Fixed "redoing" deleting particle type not working. "Undo" crashes after redoing. (If "Redoing" from before particle creator was created.) Fixed crash when deleting huge hierarchies. Fixed sunlight in low-quality rendering. Fixed timeline selecting being offset depending on scrollbar. Fixed crash if an asset's file extension wasn't fully lowercase. Fixed timelines and keyframes disappearing on edges of the timeline. Fixed slow viewport navigation during lag. Installation: Windows: Run the installer executable or extract the .zip archive before running. Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications. Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder: sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu. Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable. We hope you enjoy the 2.0 update, also please consider donating to help the project if you can! Donate to Mine-imator development ($5+ one-time or recurring)
    57 points
  32. It's an old post. Please go to the NEWER VERSION! a new rig pack by me, YM Hello, Yanuar Mohendra here. And this time I'm proudly present to you my latest creation, Mine-Imator: Dungeons RigPack! ...v1 thanks to @Ian_The_One for helping me on making this rig pack ... (the cobweb texture that you've given to me isn't in this rigpack archive cuz i've uploaded it to mediafire before you gave it) This rig pack is actually not done yet, but it's enough for you guys to use it. I'll update the rig pack whenever I've made a new mc:d stuff. Also, I will add "how to use some rig" here in this post tomorrow, so don't forget to follow this post! So what's on this rig pack? There are some mobs that appear in the mc:d gameplay reveal trailer, the character menu gui and two modelbench creation block that's cobweb and 3d book. The mobs that included in this rigpack: - Redstone Monstrosity - Key Golem - Arch-Illager - The Nameless One - The Blue Thing (it's a made up name) - Ghost (don't have a name yet) - Skeleton Vanguard - Illager custom model I also made a better foliage alike leaves block model for use. You can find how to use it on this post, but the difference is it's just need to copy the .json model to MI data folder. And I also upload a mc:d fiery forge resource pack I've made that's actually not done, so stay tune on this post for the next update. You should copy the .json models from this resource pack just like the leaves model does. You can dowload the rigpack now here: download resource packs: made by. Yanuar Mohendra
    53 points
  33. Greetings forumers! I don't post here much nowadays unfortunately but I've decided to share some changes I've made to the Mine-imator site and Twitter which you may find exciting. Showcase First off, the official download page (at www.mineimator.com) has been given a gallery to display the most-repped animations posted on the forums. You can check out the full showcase containing both the top animations and art here www.mineimator.com/showcase. The showcase is updated weekly and to get a chance for your animations/art to be picked it must be posted in the correct subforum in Mine-imator Creations: Narrative Animations, Random/Test animations and Music Videos for animations, with an embedded Youtube video (for topics with at least 5 rep points) Wallpapers and art for art, with an embedded image (for topics with at least 10 rep points) Maybe this will give you some motivation to sharpen your skills in Mine-imator and aim to join the greats in the showcase? #MineimatorMonday On top of this, the official Mine-imator Twitter is now set up to automatically tweet the top 3 most-repped animations from the last week, every Monday with the #MineimatorMonday hashtag. You may have noticed the tweet from this Monday, if not you should probably follow the account. To apply to be nominated, see the rules for showcase animations above. I hope these new features inspire you to keep creating great animations and art, as well as more easily access the best Mine-imator content created over the years! Also don't forget to vote the creations you like on the forums! Peace.
    52 points
  34. So I had a spark of motivation out of nowhere to animate this. This took about 6 hours straight to animate! The animation was also 98% linear besides the camera work. If you guys wanna check out the project for yourselves you can download it below. Note: I removed the particles you see in the animation because it was a lag-fest so I'm sparing your sanity if you wanna take a peek at the keyframe work behind this animation! Click me if you wanna see a VFX comparison. (It's nothing much, but I tell you what I used in post editing if you're curious.) !! Requires MI 1.2.2 !! [Download Project Here]
    52 points
  35. https://drive.google.com/file/d/12-8Ukq4OWh2w9n4Ym2myOQVd4jDfZDIS/view?usp=sharing - google drive download
    51 points
  36. Hello, and welcome to the Environmental Props Pack this is both a rigs and a models pack, this rig in its current state is abit limited, but this rig will still be updated Version 2, Trees Update: Added the "Custom Trees" folder added many new branches inspired by the dynamic tree mod added some bark presets (50% done) added some roots presets inspired by the dynamic tree mod added some new leaves model (30% done), you can use your own leaves that you build in minecraft, this one is just leaves that is more optimized thanks to the UV editor added 6 sapling that was inspired by the dynamic tree mod Added the "Furniture" folder added chair (W.I.P) added table (W.I.P) added art furniture (W.I.P, the only thing that is available is a painting stand) Added new foods for the "foods" folder (Modern foods) (W.I.P) added lollipops, that's it. Added the "Industrial" folder. added Crate (more variation coming soon) added materials such as steel (there will be bricks and planks hopefully in the next update) added seperated blocks (W.I.P) only purpur block that has been seperated Some Preview for the models: if there is a green text, that mean you can just customize it with just one click using 16x16 texture if there is a Yellow text, that mean you can modify it, but you need some extra editing Rock and Pebbles: Spike: some self-made Flower: Logs: A Tree Swing suggested by @SharpWind: Foods! (W.I.P): Texture Presets (24 Textures): Preview of the Final Product: Download Click me i'm also open to community suggestion, so suggest me any models that (for you) improve your scene so that i will try to recreate what you suggest and if you find any problem/bug, report it in DM or in this topic comment Credit: That's its bye
    50 points
  37. Nimi

    [4k] Autumn

    Made this a while ago (Last month or so?) because I was bored while messing around with the block models and leaf colors, eventually turned into a wallpaper. Also messed around with a Minecraft Dungeons-like look for the facial expression and used custom textures to simulate the block AO you'd find in Minecraft.
    50 points
  38. Ok so me and @Frost have made a face rig fully in mb that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
    49 points
  39. Sticky has set on a spiritual journey to gather all the infinity stones in order to eliminate half of the forum members to bring balance to the website. The forum's finest heroes, developers, veterans, newbies and members of all types must set aside their differences and join forces in the forum's most ambitious crossover event to stop this imminent threat! MASSIVE THANKS to EVERYONE who were so kind to share their skins and character rigs for me to use in this wallpaper, this includes @BaconSandwich, @BoltedJames, @BBruce7815, @Che3syPlayz, @Rollo, @EthanForeverAlone, @Jake_28, @KaryuGraphics, @mbanders, @MachineGunInc, @MYSELF3200, @Nimi (I love you magneficent bastard), @Pigeon_, @9redwoods, @Skjold, @Swift, @tditdatdwt, @YoshiHunter, and fellow discord buddies Gabe, Hozq and Tug the Fox. And oh what the hell I'm gonna thank @david for giving us Mine-Imator. 23 People in a wallpaper heh? Total pain in the butt to ask one for one permission to use their character and pose them afterwards, but hot damn it was worth it. For the occasion I wanted to make a different type of "more-than-one-member-wallpaper", because since I saw that these types of wallpapers often include only people who are in a certain group/server/team, I wanted to include a large variety of forum members themselves to represent how diverse the community is. All the rigging styles, all skin styles, everything clashing together in one wallpaper. Thank you all very much! V V Get your own Infinity Gauntlet rig down here! V V DOWNLOAD No need to credit for the rig, enjoy it. Don't claim as your own. Thank you, everyone.
    49 points
  40. Made with Mine-imator 1.0.6, for technical reasons.
    49 points
  41. SoundsDotZip Facial Rig Version 1 Hey guys, I made a new facial rig and this is my best one so far! It works similarly to other facial rigs, with some additions. Pros: - Smooth curved mouth (easy to use) - Smooth eyelids - Organised - Easy recolouring Cons: - Stuff can clip if used incorrectly - It looks best on flat shaded skin colours Important: When scaling the base model up with the face on it, select whatever you need to select on the base + the "Top/Bottom Teeth Origin" parts. They have inherit scale off, this way the teeth look better when opening the mouth. Some facial expressions made with them A tutorial video on how to use the rig Things that changed after the video: - Parts that should not be used are locked now - Some areas have been tweaked to look better - Pupils are brighter for more accurate colours - Mouth inside part is not locked at a red colour, it can be changed now Credit is not needed when used in an animation or render, but you must credit me when making a public rig! Download here: http://www.mediafire.com/file/8q5kzprksu8i0o6/SoundsDotZip_Facial_Rig_V.1.zip/file
    48 points
  42. Hozq

    Super buff Steve model

    OH LAWD HE COMIN' You can put skins on it but there's no guarantee it's going to work very well. Credit me if you use it, thanks!
    48 points
  43. Version 1.1.0: Fix bug: diffuse reflection can't reflect colorful light Fix bug: import from world do not support the grass path we also fix other bugs in different parts, but I forgot their details. Version 1.0.6: Now Violet can select the correct language file automatically Fix bug: Sometimes mouth-animator can't convert audio file into texture mouth model and curve mouth model Fixed the problem of camera contrast Version 1.0.5: Base on Mineimator 1.2.9.2 Version 1.0.4: Base on Mineimator 1.2.9.1 (support minecraft 1.18) Add diffuse reflection to the piont light and spot light Completely fix the bug of bezier curve(graph editor) Increased the upper and lower limits of volume fog Mouth animator supports exporting animation to blockbench Welcome to Mineimator Violet! I am Excai, an amateur animator and programmer Thanks to my friends, we have completed an exciting mineimator modding Now let me introduce you to violet! Post progressing update: You can moderate the color temperature of your renders now. This new property can be found in ‘Camera-Color correction’. We also improved the brightness algorithm in the "color correction" of camera settings. Fog update: We added two types of fog in Mine-imator Violet, height fog and volume fog. Both of them give your animations/pictures an entirely new look. More importantly, they do not require expensive hardware or devices to use. Enjoy Mine-imating with them! Height fog: Volume fog: Control FOV by camera length: To handle some camera effects like Dolly Zoom correctly, we add a checkbox under the Field of View in the Camera tab. When activated, "Field of view" will turn into "Camera length". Now you can control your lens width smoothly! Bezier ease curve: We introduce the Bezier curve to you in Mine-imator Violet! Using the Bezier curve could make our animation more controllable and fluent. You can find it in ‘frame editor - Keyframe’, where you chose ease curve before. Mouth animator: Confused about making mouth animation? Our mouth animator will handle this hard-nut for you! By using this mouth animator, you can get a correct mouth animation that varies in the mouth model. Whatever your mouthes are, the mouth animator could generate animation based on the sound provided by you. You can find it on the toolbar, which looks like a lip plus. Model importer: We always dreamed of importing some excellent models from Minecraft mods easily. Now the dream come true! You can import models from particular Resource packs and Minecraft mods into Mine-imator now, only in the Violet version. Night theme: Used to be a night owl? We provide an auto-changing night theme. Take care of your precious eyes. :-) Startup acceleration: Violet version has reduced the software startup time by 50%. Multiple resources import: Violet supports importing multiple texture files at once Contact us: If you have any questions, please contact us in the forum or youtube Fourm ID:Excitablecell,Stanwade,ttrtty5,ChennyWang0311 YOUTUBE Authors: @Excitablecell @Catrina @Stanwade @ttrtty5 @ChennyWang0311 @raw_chicken
    47 points
  44. The "FBI Raid" scene mostly a reference from one of the RackaRacka's videos “How to Smokebomb a Party”: https://www.youtube.com/watch?v=c46_i... . Because it was funny (and it was one of the videos on YouTube that shows the "FBI open up" scene thing), and then I was thinking if I remake the scene in Minecraft animation. It was pretty good, but the original RackaRacka's version was better though. btw I need a better title for this video, like something cool, suitable, or a title that makes YouTube Viewers more interested (or maybe not a clickbait title) And Don't Forget to Like if You Enjoy and Subscribe for More Videos Have a Nice Day
    47 points
  45. howdy yes im back from the dead i been making some render recently and i want to show you guys it [my english is bad so yeah, bear with me] First Render: "Childhood" Second Render: "Subway Train" Third Render: "Tired" Fourth Render: "All nighter" Yeah that about it Critcism are very much welcome If you like my render, remember to HiT THat LiKe AnD sUbSCriBE BuTTOn For MOre OrigINAL ContENT i mean hit upvotes and share them to your friend [with credits ofcourse] ily you all no homo < 3
    47 points
  46. Hello animators! This will be my final dev update topic, as the previous main developer of Mine-imator, to give you all an idea of what I’m currently up to and give a well-deserved shout-out to the efforts of the current Mine-imator team: @Nimi, the new lead coder, has proven himself beyond capable of thinking up and implementing some very impressive and long-awaited features (like glow, bloom and various camera effects found in 1.2.0, not to mention a fully functional model creator), so Mine-imator is definitely in good hands! @Voxy, for designing a deliciously handsome interface for Modelbench and who also have some plans for the future look of the site and forums Also a shout-out to @AnxiousCynic for his excellent tutorial video series for beginners (now reachable with a button in the program) and our beta testers! Great job guys! Since we're looking for new coders, don’t hesitate to reach out and drop me a PM/email if you are interested in joining the development team, given that you have a passion for programming and a desire to make Mine-imator better! In this case, please also send your portfolio and/or examples of previous programming/scripting you've done. As for me, I will still be available for server administration tasks, i.e. keeping the Mine-imator site and forums alive and keeping an eye on the moderators, as well as helping out with some of the more technical back-end aspects of new releases. This means that site/forum related inquiries should still be sent to me, but not Mine-imator suggestions, since I’m no longer developing new features. If someone is misbehaving, you should still contact a moderator, since I will not be checking the content on the forums/Discord server as often. Now, keep an eye out for future non-Minecraft projects from me! For instance, I’m currently working on two wacky hand-drawn music videos, largely taking place in the sky. You can see some WIP material below. More teasers coming... eventually. I’m also exploring some concepts for a sequel to Mine-imator (with a more generic environment rather than limited to Minecraft), an idea which has floated around for a few years. You will find my stuff on my Twitter, Youtube channel and of course my website (which has an overdue update coming as well…). Keep on animating and making awesome stuff! / David
    47 points
  47. Ladies and Gentlemen After over a year And many hours of production I present...
    47 points
  48. DIPPA

    Self Quarantine

    Could you PLEASE stay at home
    46 points
  49. Hello once again! After 3 months of hard work, here it is! My newest animation! Long ago I posted a topic regarding me leaving animating, which got a lot more attention and love from you guys than I thought it would... I did consider strongly leaving animation because the project I was working on completely broke me, I tried really hard but it was simply too ambicious and complex for me at the time. I did not built my way up to such thing, therefore I ended up cancelling the whole thing. I apologize that I scared you guys saying that I was leaving (once again, I did not expect to get so much attention) after all, all I needed was to re-think where my animating path is going to take me and what do I want to do in the future. My most sincere apologies So I figured out that If I was gonna come back, It had to be good, I had to make an even better animation with all this new knowledge about lighting, cinematography, movements and all. I really hope you enjoy this one. With that apology out of the way, there's nothing else to say. Full volume, max quality and enjoy!: Credits: Animated by -StickyMations- Thank you all for watching! More stuff coming in the way!
    46 points
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