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Showing content with the highest reputation on 03/17/21 in all areas

  1. like this post if you are feared internationally
    6 points
  2. 3 points
  3. With both accounts verified and the games installation done, two friends begin their journey on a Minecraft LAN world. They have lots of fun making torches and punching wildlife animals, but their safety is only temporary. The sun is setting, and at night, the vibrant block world becomes a very dangerous place. Out of a nearby cave stagger two braindead zombies, groaning and mumbling as their feet drag across the ground. It won't be long before the forest is littered with monsters of all shapes, and sizes. This one was a lot of fun to do. I don't do many Minecraft renders with Mine-imator, but I wanted to start learning how to do them properly, so here's one! I got a few criticisms over the skybox used, and that's fair! It's actually the same skybox I used in this render of Eve. It was going to be a daytime render, coming from the mouth of a cave, however I felt the composition worked better from further out of the cave, but then it started to look like they were walking in broad daylight. Of course zombies burn in the daylight, so that wouldn't work. I tried adjusting the coloration of the skybox, and it didn't work as well as I hoped it would. I'm keeping that one in mind for future renders. I'm still figuring out how lighting works and all, so please let me know if there's anything wrong or that could use some improvement! I want to hear your criticisms, that's the key to improving my work!
    3 points
  4. 2 points
  5. Suppose you have a walk animation cycle and you want to make it match the speed of your character which in this case, goes really slow, so what you would need to do is go keyframe by keyframe and add gaps in between frames to match the speed at which the character is moving. Doing this manually is a waste of time. It's one of these things. Here you can see how other editors do this in 2 seconds: So the idea would be to select the keyframes you want to expand/contract and while holding a key (like alt or shift) and draging to the right it expands the gaps and draging left it contracts them. Problem solved.
    2 points
  6. This quick tutorial will teach you all you need to know to achieve better shadows in mine-imator 1.2.7 using fake PCSS or Percentage Closer Soft Shading.
    2 points
  7. 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...
    1 point
  8. This Valentines Day, Eve took Wall-E out to fly high above the ocean. After all, what better way to spend the day, than to be with your one and only truelove? For the record, I am not releasing these models as of yet, they are private. I have considered lending them out to certain people, but I'd like to get more features into them. I've been trying to learn proper lighting and animation, and this was one of the first wallpapers that I'd created! (Also yes, I know about the fog showing in the corner, lol) I'll be doing another proper valentines wallpaper later today, but I wanted to post this one, since it fits the boot. If you want to use this image in something, (cropping it into a thumbnail, or whatever) please send me a message. I have no problem with it as long as I'm credited for it, and have been notified. Have a happy valentines everyone!
    1 point
  9. 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!
    1 point
  10. mbanders

    Useless Keyframes Pack

    Here's some animation keyframes I had laying around. Take 'em. Example images: Download: http://www.mediafire.com/file/f40chl7ts2e9j8l/Useless+Keyframes.zip Last update: Jun. 5, 2020 How to use: Just click on a Steve, click the 'Import an asset' button, find the keyframes you want, and that's pretty much it. When you see any parts of the keyframes where the pose hasn't changed, feel free to change those to your own poses. For looping keyframes, just delete the last keyframes in the preset, copy the whole preset, and paste the beginning of the preset where the last keyframes were. Keep pasting the preset multiple times to make it even longer. You should already know how to do this. Includes keyframes such as: Idling Running Walking Climbing Swimming Some fun dances Other useless stuff Compatible with Mine-imator 1.2.6 and over. You don't have to give credit, but it would be appreciated.
    1 point
  11. I realised I still haven't posted this video to the forums, so without futher ado. ?
    1 point
  12. My first Minecraft Music Video that I made on my 2GB laptop lmao. This is the Music Video
    1 point
  13. Jnick

    1 point
  14. here i copy my link (i will use my 360 video) and boom:
    1 point
  15. You train enthusiasts will never feel the touch of a real train.
    1 point
  16. You weebs will never feel the touch of a real woman
    1 point
  17. POGGER This is amazing! I Love to see you back with another animation. now this is comedy
    1 point
  18. It's been over 6 years since I last updated my earth rig, and since I need one for my next animation I thought why not juse make a new one? Old versions incase anyone's curious: Twitter version:
    1 point
  19. soniccraft

    https://youtu.be/8w5YIxkSx3c

    https://youtu.be/8w5YIxkSx3c
    -1 points
  20. -1 points
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