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Showing content with the highest reputation on 04/15/18 in all areas

  1. New button coming later today...
    10 points
  2. Hello again! In case you haven't noticed, I don't really like the new bending feature that was introduced in 1.1.3, so to stop myself from spamming the entire forums with my complaints, I have decided to make a topic where I could place all of them and even discuss with other people about this. This topic will include personal opinion, some objective facts that I think affect this new feature in a negative way, pictures describing the problem and probably some missing tweaks that should be implemented. Mind you that I do appreciate @david's hard work and the fact that he actually implemented this system as it was suggested by many users back then, but I'm not entirely happy with the results and I would love to point out what I don't like. It does seem that I could get used to this feature with time, but I still want to express my opinion. If you feel like I should add any other complaints or you don't agree with any point I'm saying, feel free to discuss in the replies. Let's start: -It breaks the Minecraft style and feel. -It does not appeal to a significant part of the community, several people are not really happy with the results too as I've seen here in the forums and in the YouTube community. -Round bending does not exist anymore (RIP), it had a few useful uses. -The new bending has a low amount of detail. -Item sheets on the body of rigs are now slightly broken. -The texture pinching was supposed to remove the need of the bending scale feature, but it only works up to 90 degress, a higher value causes Z-Fighting. Demonstration: -Some of the poses with the new bending are already possible to some extent with the old one. Demonstration: -There is a range in which using high values on more than one bending axis starts to look unnatural, will bother you unless you want to make weird satirical poses. Demonstration: -Using 3 bendings at once causes an even bigger range of an unnatural look, but high values go to the point of completely breaking the model. Demonstration: -The Z axis of bending deflates the body model, this did not happen with the old bending. Demonstration: POSSIBLE SOLUTIONS/SUGGESTIONS: This may be more suitable to go in Mine-Imator Suggestions subforum, but I'd say that this still falls in the context of this topic and could still be discussed so I'm keeping it here. I have no idea if any of these are possible to implement nor if they are good suggestions. If you have any other ideas that you think should be added, put it in the comments. Just wanted to put my opinion here, thanks for the read. I'm all open ears to any other opinions, so don't be afraid to discuss.
    7 points
  3. mbanders

    Flex-Steve Model

    A new version for Mine-imator 1.2.6 is now available! Ever wanted to become a noodle? I'm sure you have, but until the technology to melt all of your bones is invented, you get this. Images: Product Showcase: Download: http://www.mediafire.com/file/wyw2y2h9agno0r2/Flex+Steve+Models.zip Includes features like: Multiple bends in arms, legs, and body. Hat layer support. Additional Flex-Alex model. Being a living hell to re-texture. (it's probably not all that hard actually) Compatible with Mine-imator 1.1.2 and over. You don't have to give credit, but it would be appreciated.
    5 points
  4. Rig based on @Josh The Stupad 's actual IRL gaming setup Here's A Video using this Hi mom here's free download https://www.mediafire.com/file/d9vbod7nu8x48v5/Gaming+Setup.zip
    4 points
  5. Hey there! Thanks for the feedback, I understand the new bending might not be satisfactory for a lot of people. The new bending method is here to stay and adding the old one is not part of his plans. The new method actually deforms the mesh (whereas the old method broke the mesh in two parts and generated a new one in-between) which allows for bending on multiple axes at once, something you can't do with the previous way of generating the bending. About the odd looks of extreme bend values, there actually is a parameter to set the bending detail, however it had to be disabled because it produced very unpleasant effects when set too high: But as you pointed out, it's a bit of a non-issue as only extreme, multi-axial bending would produce the broken-looking mesh deformation. As for the major two issues, which are the pinching effect and the Z-fighting (clashing textures) glitch, I have good news for you! Both issues will be addressed in a subsequent patch. The Z-fighting was fixed. When it comes to the unpleasant look of pinching, there is actually a parameter inside model files which define the size of the effect. Having a low value, such as "1" will give a result that's mighty similar to what Mine-imator used to offer, as demonstrated in the following gif: However, it's important to note that such a value will make twisting along the Y axis look pretty terrible! You'll have to change this setting with caution! You will be able to set this new parameter in the next Modelbench update. I do not know if it will be implemented within the next batch of assets for the next Mine-imator updates, but if it isn't, it'll be an easy fix if you're certain you won't need to show any limb twisting. Hope that helps!
    4 points
  6. Hey guys, you might know about my animation project I've been working on for the past month. My other topics on Project Town Anyways I need skins for the towns people in my project If you want to be in the animation (you will be credited in the end-credits and description) then follow this example. Forum Name: [Name Here] Skin: Type: alex or steve
    2 points
  7. People in the wallpaper@Ninjabee_Redtricity @FoxtrotHeaven @YoshiHunter @MasterArcher12 @PΛULAnimatez
    2 points
  8. This was originally going to be a test status update but it looked cool to me so i added in some scenery and a few more things (like a camera) so yeah, heres the wallpaper: Edit: How's this:
    2 points
  9. The posing's great, but also *the two things alfadog criticized* and the SSAO is waaaay too high.
    2 points
  10. it should be night, DOF blur size is a little too high. Otherwise good job
    2 points
  11. Unedited Edited
    2 points
  12. Nimi

    Mine-imator 1.2.9

    I don't know. No one knows.
    2 points
  13. who the hell need these capes?! btw mineimator 1.1.+ are bad
    2 points
  14. Some of us were kind of expecting the reactions, but don't worry, we're listening!
    2 points
  15. Keep going with your anti-transgender and pro-trump statements, it will help in digging your grave to an even deeper level.
    2 points
  16. 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:
    1 point
  17. crustyjpeg

    The Modelbench Armory

    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.
    1 point
  18. Since I'm pretty sure many of you are yearning for it and because Modelbench doesn't support the new bending just yet, I copy-pasted some stuff inside the model file and created this abomination the pinnacle of human art for you to enjoy. Have fun! For use with Mine-imator 1.1.3 and up.
    1 point
  19. PhiliP

    Payday 2 - Longfellow Rig

    Actually dodge 69 charger.. You can load 4 goats or 4 nuclear warheads in trunk Click Here to download Images
    1 point
  20. 1 point
  21. Cryptic Runner

    1.1.4 Rigs Error

    Why did i even get a notification on this when i did not ever go to this page?
    1 point
  22. Happy birthday! I'd also like to just thank you for all the great M-I updates and whatnot you have created, it really means a lot to me that someone cares enough about M-I to actually take over updates! I can't even imagine how hard it might be.
    1 point
  23. mbanders

    1 point
  24. Nimi

    1 point
  25. lol https://www.mineimatorforums.com/index.php?/topic/15392-heaveniras-cylinder-rig/&tab=comments#comment-159014
    1 point
  26. FUTURISTICHUB'S TWITTER HAS BEEN TERMINATED!!!! "i hope i'm not late"
    1 point
  27. Primatium

    SWOLMULATOR

    ben swolo? (dead star wars meme)
    1 point
  28. I made this trash about 3 weeks ago and I forgot to upload this to mediafire and forum and im uploading this now pls enjoy download +No problem on adjusting size of this Yup, It means you can attatch this on every gun rigs, schemetics, and models
    1 point
  29. how is it a template?
    1 point
  30. I got this to work in 1.1.3 now. It is no longer (completely) broken.
    1 point
  31. Okay, thanks for the tips! Thankyou!
    1 point
  32. I don't like new bends same. Mostly because of texture blinkin And also because of THAT. Aw, what is that thing i really need an option to disable it.
    1 point
  33. Last time I checked, having a heated political debate on a forum dedicated to Minecraft-based animation software wasn't exactly the most sound of ideas, whether or not the topic is a test model inspired by the current President of the United States, as nothing gets accomplished and it just ends up becoming a scheiße-flinging contest that someone like myself is then forced to clean up. If you're here to try picking fights on a site where the majority of the population are literal, actual children [it obviously seems that way considering your attitude and how you leave your political views right there on your profile, making sure to leave little patronizing statements after each one just to piss people off] because of whatever view towards politics they have, if any at all [as there are often pretty young kids on this site], just me a favor and perhaps find somewhere else to go that's actually oriented towards having political arguments. Debate.org, r/TheDonald, something. If this gets more out of hand than it already has been, I'm locking the topic. Savvy? Also, *.300 [7.62x35mm] AAC Blackout c: Just call it an M4 Carbine. As that is what that caliber is designed for.
    1 point
  34. yeh... your right... i have no argument...
    1 point
  35. Too lazy to do the camera trick?
    1 point
  36. Oh dear, didn't notice that! Thanks
    1 point
  37. That means... Nothing Also, ahem... Sorry to burst your bubble bud, but we did say skins. Soooooooooo I'm gonna quote YOU now
    1 point
  38. Voxy

    Mine-imator CB users

    Mine-imator CB users
    1 point
  39. Skjold

    One Last Good Bye

    Somehow the 2nd pic is worse than the first. I guess thats just to be expected for a sequel
    1 point
  40. Hello! In this topic,i will show you how to make physics-like animating. (Note: This will expand your Mine Imator skills largely!) Ball physics This will be your final product: It's pretty simple. First,create a ball. Then, select it and make a folder. That will help you ALOT. Like, a BIG lot that it is jaw-dropping! Make 2 position keyframes for the ball. Keep it on the ground. Then,move the folder up and down. (Note,don't do the same as in the picture,make it a bit more fast. Now, use transitions. This will make it look like actual physics simulated in Blender. (the transitions for the 2 first keyframes of the folder) Boom! Done. But it needs to roll a bit.... Let's fix that. Move the ball a bit more and change it's 2nd keyframe's transition to Quadratic (ease out). Yeah! That's it! You can even add a character kicking the ball. Cube Physics (Read ball physics first) Do just like the ball,but center the rotation point (Cube properties - Custom rotation point - Y: 0) and turn it's X or Z to 360 or -360! And by the way,don't use the rolling thing. Thanks for checking this guide! Comment below what tutorial you want me to do next!
    1 point
  41. This is a teaser to a project I'm making using my own scenery and rigs. It doesn't have a story line, it's more of an artistic animation.
    1 point
  42. All credit in the ending I will put ep2 here if anyone cares...
    1 point
  43. Alvinkiller

    WW2 COLLAB

    Count me in!
    1 point
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