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Showing content with the highest reputation on 04/18/22 in all areas

  1. 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
    23 points
  2. once Legend said "i've done nothing but teleport breads for 3 days" I split it into 3 model, The teleporter, and the (1) plate, and the (2) plate, because if i put all of these model into a single one in Model Bench the result it's the Red plate it's Darker than other one Download: https://www.mediafire.com/file/agn8kr0eab0banf/Teleporter.rar/file Credit Me if you use it
    5 points
  3. 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!
    2 points
  4. Korbs

    Row of Servers

    Created on August 1st, 2020
    2 points
  5. How about free rotation? And the ability to choose relative to what you want to rotate the object at the moment or move it.
    2 points
  6. RNUB

    Chihuahua Model

    "download"
    2 points
  7. This assets will add all future in Minecraft 1.20 to Mine Imator How to import Extract file to Mine-imator/Data/Minecraft Open mine imator. Go setting and change Minecraft Version to "1.20 Unofficial)". After that Close the Program and Reopen Mine imator *** (You can replace file in %appdata%\Mine-imator\Minecraft_unzip) *** Changes Version 2 Version 1 If you find some bugs. Please Report Download Here : Download Assets 1.21 Beta Version 2 (23w51b) 1.20 Update 3 For Older Mine-Imator Version Download Assets 1.20 Beta Update 3 (vex fixed 22w45a Update)
    1 point
  8. I made a rig for a minecraft cape/elytra! You can make the cape or the elytra invisible if you only want the other thing. Picture cape: Picture Elytra: Download When you want to use it, notify me and give credits to me. If you have rig ideas for me, comment them and I will try my best on making it. If someone gives me a idea, he/she doesn't need to give credits to me. Hope you enjoy the rig!
    1 point
  9. This probably will never be added or seen, but personally, I like these Ideas: - A Feature that gives you a List of Audio/Sound Effects from Minecraft and lets you pick, choose, and use them for your Project - A Feature that lets you Enable a Face Rig to your Characters - A Feature that lets you Add Armor to your Characters
    1 point
  10. David, you're a genius!
    1 point
  11. Korbs

    Teamwork

    This render was created sometime back in late 2020, for Korbscraft's help page on it's website. (View Archive)
    1 point
  12. Gotcha. Thanks for all the help Appreciate it. Look forward to the next version. Have a great week Mak
    1 point
  13. H.E.V.™ Charger. Only Half-life fans can hear this image.
    1 point
  14. pog i can now finally animate without miserable lag
    1 point
  15. finally got a new pc, i had the old one for like 8 years at this point
    1 point
  16. This is actually Nice. Ive been looking for an Elytra. I will definitely credit you. Spectator
    1 point
  17. Its time to say Goodbye to GameMaker Studio
    1 point
  18. You are insane I love it
    1 point
  19. Like I said in the discord, I just donated 10 dollars to the MI page, the work done on this program is phenomenal and its looking to be the greatest update ever come to MI! From what i heard, this will probably be the last major update for a long time so we highly appreciate all the work put in and I wish the team luck in future projects of their own. Can't wait to use the pre-releases soon, but i will be sure to be patient!
    1 point
  20. haha, get it? cause.. couple renders, couple renders hahaa..ha.. alright i'm sorry
    1 point
  21. __Mine__

    I'm 24 now!

    I'm 24 now!
    1 point
  22. david

    Apple

    Nothing much to see here, just Steve and Alex crafting some golden Apples.
    1 point
  23. Freddy

    Advanced Steve rig!

    Bruh Why does Steve look like he just sh$t a brick?
    1 point
  24. Download: https://www.mediafire.com/file/x5kzycgq3cprs3l/scout+stuff.rar/file "hits the brick pal you're done"
    1 point
  25. i will take both to assert dominance
    1 point
  26. 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
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