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Showing content with the highest reputation on 02/01/21 in all areas

  1. Rigs by Chono AYS Victor from Yugibear Creations (me lmao)
    12 points
  2. Hello! This is my first post on Mine-Imator Forums, and for today, I have an pretty interesting thing for you. Some time ago, @SharpWind published the Oblivion 6.0 Generation and some people didn't like it so much, so I took almost everything the community said about his rig and remade it! Hope you liked the result, I've been working on it for a few days and I think i did a good job. Obviously, I didn't remake his rig to say like: "lol you're bad I can do better", actually my plan was just remake his skin but I liked it so much that I wanted to see how it would look like if i remake the rig too. Anyway, let's go to the rig. :) The new Oblivion is pretty different from the original, all the differences are: Default aspect ratio; New texture; Smooth body bending; Bendable wrists and ankles; New fingers; New non-alpha facerig! Here is some general view of the rig: Here are some examples of the non-alpha facerig: That's it. I hope you liked this remake, have fun with this new Oblivion! If you find something wrong just tell me. Just a quick warning, this rig has many bendable parts so it might cause a huge lag in your pc. DOWNLOAD HERE
    11 points
  3. WereCandy has found her crush! so I kinda thought of a story for this maybe WereWolf Candy has found her crush (His name is Ryuu, it's a Japanese name that means Dragon Spirit!) but the Candy in this render is part WereWolf So she's hiding from Ryuu but is still curious, It's like disney's Pocahontas how she was hiding from her crush! I don't know what Ryuu is looking at though Hope you like the render!
    2 points
  4. Just started using this program. So far i love it. looking forward to making more videos https://www.youtube.com/watch?v=8QmCz93Au9o
    2 points
  5. This is mainly a motion blur test ?
    2 points
  6. Yeah I'm gonna take my horse to the old town road I'm gonna, ride till I can't no more I'm gonna take my horse to the old town road I'm gonna, ride till I can't no more.
    2 points
  7. I decided to model the cool and awesome Rayman
    2 points
  8. 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!
    1 point
  9. Super Cool man yeah i love it !!!! i am just testing the words ok
    1 point
  10. Cindy.Ca_

    Todoroki Shoto Rig

    Todoroki Shoto is one of the original characters from Anime My hero Academia. So, I'm trying to build the rig in the Minecraft version of Modelbench, Any suggestions? https://pasteboard.co/JMlJv8C.png
    1 point
  11. Mercury

    Hammer model

    MJY is giving you proper criticism. That hammer is cool for your first time modeling, but learning ModelBench can help you redo your hammer and make it better. Trust me, criticism will help you no matter the cost.
    1 point
  12. Welcome to the MI Community!
    1 point
  13. The movements started to look more weird as soon as he overreacted. It's the part when he switches positions and poses, every start or end of each transition, sometimes looked either slow, static, or fast. try to work more on transitioning to a pose to another. The face when he overreacted looked all the way angry and frustrated, so try to mix it with sadness as well. If there really was sadness, make it more obvious.
    1 point
  14. mbanders

    bits

    the meme again
    1 point
  15. It's Time To Promote My Videos! In this video,you can learn it untill the end of the video. Warning. This video Language is Indonesia. So You must do what you gonna do.
    1 point
  16. As you know, a few days ago the Mine-Imator @Voxy designer showed what the new Mine-imator and ModelBench icons would be like. If you did not see them, here is the post: https://www.mineimatorforums.com/index.php?/profile/20285-voxy/&status=200957&type=status I really like both, but I don't feel like they don't represent the basic themes that Mine-Imator and ModelBench had. for Mine-Imator the typical workbench, and for Modelbench the typical divided square icon. (I understand that Voxy wants to represent everything that the program does with the iconography) the new icons represent what the programs are, one for Animation (Mine-Imator) and the other for Model Making (Modelbench). but I feel like it doesn't take advantage of what the program used to be and the icons that marked it. The day before yesterday I made an icon for Modelbench following the Voxy scheme (put a Hexagon with a 3D item) and following the themes that Mine-Imator and Modelbench had, I created these icons: It is just a proposal, but I feel that it represents a little more what Mine-Imator and ModelBench are. What do you think?
    1 point
  17. Hey all! Yesterday, I wrote an announcement regarding the surprise reveal of what was then going to be the new icon for Mine-imator going forward, and how the negative reception of it made me reconsider this design choice. I took this opportunity to show you a different take on the icon, and judging by the overwhelmingly positive reactions, I think it's fair to say that we've got a winner on our hands! After a few minor tweaks and touch ups, I believe it's ready, waiting to be used once Mine-imator 1.3 launches. But wait, what about Modelbench? Well, obviously I couldn't leave its icon untouched! After all, the goal of the rebrand is to unify both apps into one identity, so it's only natural to give it a fancy new icon as well! There was one challenge to overcome. What could we put in that colorful hexagon? Putting a bunch of cubes seemed like an obvious answer, but it just didn't look quite right... The Mine-imator icon had a 3D, Minecraft styled item inside that hexagon, so... Modelbench would have to follow that template, or else it just wouldn't work. But what kind of item should it be? What object is best suited to illustrate the modeling process? What about a hammer? This was an idea from Nimi, that he had while we brainstormed. It could work, you can build stuff with one of those. The question was now, "what should it look like?". His proposal was a blacksmith's hammer, but I felt like it didn't fit the program's name too well. After all, it's called Modelbench, not Modelforge... (that would've been a neat name, though!) So, in the end, we settled on the good old claw hammer. And after a bit of quick rigging and tracing... Here they are! The Mine-imator family now has its own set of icons! I hope you'll like it just as much as the one I've shown yesterday, and once again, please share any feedback you might have! See you around!
    1 point
  18. Recently Youtube just recommended me "Don't Mine at Night" video, i watched it and it's really nostalgic. Idk but i'm interested to remake it. This project is helped me a lot to improve my animation skill. Btw it's my very first animation project that ever finished. Enjoy!
    1 point
  19. DAMN. Mine-imator just never ceases to amaze me. How many more limits is it going to break?
    1 point
  20. Nimi

    OwO

    Hewwo! >w< As the Minye-imatow devewopews, we twy ouw best to bwing you the best Minye-imatow expewience possibwe! uwu And today, we(I) am weady to finyawwy annyounce and wewease a nyew and impwuvd vewsion of the Engwish twanswation of Minye-imatow that shouwd suwewy give you a bettew Minye-imatow expewience. Happy anyimating! uwu English: Hello! As the Mine-imator developers, we try our best to bring you the best Mine-imator experience possible! And today, we(I) am ready to finally announce and release a new and improved version of the English translation of Mine-imator that should surely give you a better Mine-imator experience. Happy animating! Minye-imatow Modewbench
    1 point
  21. Please kill me 1 like = 1 litre of bleach
    1 point
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