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  1. 211 points
    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 Gore/Screamers or other frightening imagery Links to viruses/trojans/malware Images of/links/heavy references to sexual content Pointless swearing/overuse of CAPS Spamming (constantly posting the same content, nonsense or useless posts just to get noticed) 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 Auto-playing flash animations with sound 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!
  2. 200 points

    Mine-imator 1.2.4

    Download 1.2.4 Version 1.2.4, 2019.05.21, 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, 2019.05.04, 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 highlight.s) 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, 2019.01.26, 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, 2018.11.24, 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, 2018.10.31, changes (since 1.1.4): 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:
  3. 195 points

    Mine-imator 1.0.0 DEMO

    Full 1.0.0 is now available: http://www.mineimatorforums.com/index.php?/topic/46014-mine-imator-100/
  4. 174 points

    Mine- Imator 1.0.0 Round Up

    All information is 100% legit. Most of it being said by David himself or found on the developers blog. Thanks to all those who contribute to this! ROUND UP Have any information about future 1.0.0 demos? Please PM me the details, a long with an image or topic/post link. You will be credited if necessary, PLEASE don't ask for credit.
  5. 148 points

    The Mine-imator 'Community build'

    Download 1.0.3 Disclaimer: This mod has been discontinued as of October 3rd, 2017 as is no longer supported and does not contain any features from Mine-imator 1.1.0 and over. If you run into any issues with this mod, you are recommended to update to the latest version of Mine-imator before reporting the issue if it is still apparent. Also note that the latest version of Mine-imator supports all features from this mod, making switching creations over close to seamless. Special thanks: Emunator David Version 1.0.3, 2017.06.15, changes: Bloom options are now reversed and go from 0% to 100%, instead of 0 to 1 and are now labeled 'Intensity' instead of 'Threshold', and 'Amount' instead of 'Offset'.(1.0.3 automatically adjusts bloom values from 1.0.2 to look correct in 1.0.3.) You can now export objects to vanilla Mine-imator 1.0.6.(Rather than having to convert a project containing the object.) Fixed 'Out of Memory!' error. Timeline is no longer compact by default. Fixed typo in the controls tab, changing 'directoy' to 'directory'. Fixed observer block top texture in logo/ icon. Interface color popups now reset to the proper default colors instead of vanilla default colors. Changed startup credits. Version 1.0.2, 2016.11.19, changes: Added 'Bloom' effect for cameras. Option to turn off custom interface icons in settings.(Will decrease RAM usage.) Changed update stream to show notifications when there's a new update for the mod. Fully fixed up vanilla converting/ loading projects from vanilla. Version 1.0.1, 2016.11.05, changes: An object's color can now be affected by the biome color.(Affected by biome.) Fixed project opening crash if the project has a background object. Removed Fullscreen.(Caused a lot of problems.) Version 1.0.0, 2016.11.04, changes (since Vanilla 1.0.6): Default dark theme. Timeline selection box color can be customized. DOF blur size textbox in settings now supports decimal inputs. You can convert the currently opened project for vanilla Mine-imator 1.0.6. 'Lock bend angle' option to lock the current object's bend angle to it's parent's bend angle.(Can be passed through folders.) Hide objects during low quality rendering and high quality rendering. Hidden hotkeys are shown in controls tab in settings. Includes "Improved Foliage", "Photography", "Fullscreen", and "Custom icons and watermark" mods. Features from included mods You can choose to switch between preset Minecraft biomes and a custom biome color. Added Mesa, Nether, and "The end" biomes. Reconfigured biome colors to be more accurate to Minecraft's biomes. Acacia leaves, dark oak leaves, and vines color now uses the current biome color. Added 120FPS option in program settings.(On by default.) Added fullscreen.(F7) Icons and watermark now use images from a folder in the directory named 'Imports'.
  6. 145 points
    v2.0 Support the Rig, give it a Rep Or, Donate with Paypal or Credit Card: Rig Variations: Want to use Mobs? Want the King from Fallen Kingdom: Hello again, this is Zuexs and today I have the CasmicStudios Advanced Facial Rig by:ME! This rig is designed to be simple for beginners, but have a very advanced background for more experienced users. -Ability to move Pupils -Ability to Use both Eyelids -Mouth is movable by RESIZING INDIVIDUAL PARTS -Eyebrows can move in any Direction -Eye Sockets are deep in the head allowing for better pupil and lid movement -Usability in any .png skin! Eyes and mouth do have to be erased -Comes with a custom .png for all of the textures -3D Teeth and hollow mouth with a tounge -Smiling and other Facial Emotions -Double Eyelids -Optional Fingers -Better Compatibility for Skins with no eyes erased -Mob Rigs (adf.ly/2406936/zuexs-rig-v20) With Fingers (adf.ly/2406936/zuexs) Without Fingers (Less Laggy) To me on... . Tutorial Video: http://www.youtube.com/watch?v=_3BtakvceXA&feature=youtu.be Skinning Tutorial: http://www.youtube.com/watch?v=D2VLdLCmtfw&feature=youtu.be How to Install (For ALL Versions): Full Updates List Just a Few of the Videos Made With the Rig (Message Me To Get Your Video Featured!)
  7. 129 points

    How to Make Wallpapers Properly

    Because nobody likes seeing wallpapers with lazily posed characters in vast and boring grassy fields, I bring to you "How to Make Wallpapers Properly", a place where everyone can learn how to improve their Mine-imator creations. This collection of tips is mainly aimed at beginners, but I'm sure more experienced people might learn a trick or two! If there's a topic you'd like me to cover in future tips, please let me know! Enjoy!
  8. 122 points
    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!
  9. 119 points
  10. 112 points

    Dev update #7: Summer summary

    Good day folks. It's time for another exciting dev update, to show that I haven't been lazing all summer (don't trust the dev blog on the download page!). Yes, I am still working on Mine-imator, and yes, it is still made primarily using GameMaker. Here are some of the features I have been working on this summer and that you can expect in the final, legendary 1.0.0. Rendering features One of the new rendering features is AO (Ambient Occlusion), which gives a nice effect around edges, similar to in Minecraft. Below you can see a comparison between AO enabled and AO disabled: AO disabled AO enabled (open the images in separate tabs and shift between them, you will definitely see the difference) If you look carefully you may be able to spot another new feature. Additionally, the settings tab will allow you to disable any effects you don't want (if you don't like AO, depth of field, anti aliasing, shadows...) Audio timeline We can finally add sounds to our animations! Just open a sound file and use it as many times as you'd like throughout your movie. You may use this for both music and sound effects, since several overlapping audio tracks can be added and edited as regular timelines. You may also adjust the volume/start/end time of your sounds. Currently supported formats are .mp3, .wav, .ogg, .flac, .wma and .m4a. Improved exporting With the new audio feature the rendering process will need to be completely redone, and your future animations will be exported as .mpg (with the audio tracks included) rather than .avi. This means you won't have to pick a codec and fiddle with quality settings. .mpg files are supported by most players, video editors and most importantly, Youtube, so don't worry about that! Those are just some of the new things in 1.0.0. Sadly I can't reveal an estimated time of arrival, since getting all of this to work smoothly requires an extraordinary amount of work. Let's just say that it will definitely be worth the wait!
  11. 111 points
  12. 108 points
    Trailer This trailer will be updated to showcase some of the possibilities in the Mine-imator engine. Thanks to Ayhay and his hard work in the past to keep things up to date. Current list of weapons: Heckler and Kosh MP7 [Preview] Requested from StevePeters Heckler and Kosh MP5 and MP5K [Preview] Requested from AzelfandQuilava Arctic Warfare Magnum [Preview] Requested from Mr. Braindex M202A1 "Grim Reaper" Rocket Launcher [Preview] Requested from Emunator Winchester Model 1887 [Preview] Requested from Elephantman14 M7057 Defoliant Projector (Halo 3 Flamethrower) [Preview] Request from spartansparrrta KBP - I.D.B. PP90M1 [Preview] Requested from XxthatminecraftguyxX Browning M1911 [Preview] Requested from Elephantman14 M134 Vulcan Minigun [Preview] Requested from Minun Glock 18 [Preview] Requested by Derpy Brony E-11 Blaster (Star Wars) [Preview] Requested by teaman22 Colt Python (Black Ops Style) [Preview] Requested by ElvenShot AK-47 [Preview] Requested by The Russian Halo 4 Magnum [Preview] Requested by Andrew Flintlock Pistol [Preview] Requested by Plusle M4 Carbine (M4A1) [Preview] Requested by Andy6868 UNSC Saw [Preview] Requested by Elvenshot Olympia Shotgun [Preview] Requested by Ender Futuristic Gatling Gun [Preview] Requested by Azgreth21 RPG-7 [Preview] Requested by HydroCraft Pulse Rifle [Preview] Requested by MRironman121 Colt Peacemaker [Preview] Original Works Steyr Aug [Preview] Original Works Colt M1 Thompson [Preview] Original Works Black Ops II PDW 57 [Preview] Requested by Mineupfast Crossbow [Preview] Gifted to Rummy M60 Light Machine-Gun [Preview] Gifted to everyone (Happy holidays!) Grapple Gun [Preview] Request from MrSpecialjonny FN P90 [Preview] Request from BOOMmaker The Last Word [Preview] Request from Slendersonic02 Double-Barrel Shotgun [Preview] Request from Aronan M1 Grand [Preview] Request from EnderVaren Boys .55 Anti-Tank Rifle [Preview] Gift to my Secret Santa Click here to view all weapon renders (courtesy of blockerlocker) Attachments M203 Undermounted Grenade Launcher [Preview] (Component of a Request) The Attachment Package [Preview] Original Works The Attachment Package contains: EoTech Holohgraphic Sight, Tactical Flashlight, and a Masterkey Shotgun. Armor Created by Azgreth21 Camos Pack-A-Punched [Preview] Original Works Other Community Honors This topic will not be updated weekly anymore. I will update it to fix formatting and to add unused weapons, along with any rigs people need for animations. To request for a weapon, be sure that the queue has space (5 people maximum) then send me a PM and I'll add it to the clipboard. It's first come first serve so be sure that you get your name in now before the slots fill up. F.A.Q. Terms of Usage [updated March 22, 2014]: You may use the rigs however you wish. They are released on Creative commons 0 where you can edit, use, and showcase the works in videos and images. They can be even used for commercials! You don't even need to provide credit anymore! (although it's nice too provide sources.) You may not redestribute and claim as your own.
  13. 103 points
    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.
  14. 99 points
    Ok, so I've noticed this problem around users, they try to render their project and it goes too fast! So here is the Solution Step 1: Find a tempo at which your animation seems to fit at, use the Tempo Slider at the top bar. Step 2: Enable the "Show Frame-rate" button on the settings menu, its the little wrench at the top bar. Step 3: Play your animation and find what the frame-rate is, usually for me its around 60% for a big animation, it will be listed at the top of the window near the name Mine-imator. Step 4: Go on a calculator or onto Google.com and find the % frame rate of the tempo, for example an animation playing at 60% frame-rate and a tempo of 20 would use the equation: 60% of 20. To use Google to find the answer, just type in the equation (example: 60% of 20) (If your frame-rate changes mid-animation, find the average of the numbers) Step 5: Take the answer (example answer is 12) and change the animation tempo to that variable. Step 6: If you play it now, it might be EXTREMELY SLOW!, that's good, it means your doing it right, now render it at those settings and there you go, one perfectly timed animation , This is good for lip syncing and pacing of sound Remember to the post if it helped you
  15. 97 points

    The Glorious David

    Nuff Said (A gift to Shiftyhead)
  16. 96 points
    If it's blocked in your country: http://www.stuffbydavid.com/download/mineimator_rendering.mp4
  17. 94 points
    Hello, I've seen animations on the forums, some are good, some are.. not so good, so I thought I could help the community improve on the animations. I'm not saying that anyone is bad, it's just that I just came to realization. If we stop animating until 1.0.0 to make our animations better, we could just keep on using it now to make our first 1.0.0 animation even BETTER. And now 1.0.0 is out, you can experiment with it. Please try all the new features! So I've decided to make a topic to help all of you improve your animations. I'm sorry if you feel like you didn't need to read this, but just go on. This is more like a "tip" than a "trick". All the tips are in here: Tips on how to make a good animation in general: Tips on how to make your animation efficiently: Tips on how to use rigs effectively: Tips on how to make a good story line: Tips on how to not be lazy: Tips on how to find inspiration: Tips on how to edit your animation (With another editing program after it renders): Tips on how to master a specific thing: Tips on how to get characters in a good pose: Tips on how to successfully Lip sync: Tips on how to do a walk/run cycle: Tips on how to come up with an original idea: Tips on how to make a decent storyboard: Feedback? And remember, DO NOT be lazy, when people say: "Yeah I know about that but I was just too lazy to fix it" I just basically hear them say: "Yeah I know about that but I didn't want to make my animation better so I didn't fix it" Again, I said "Sorry if you feel like you didn't need to read this", but I hope that I helped you make your animation better, and the best any animation possible can be. David and Ayhay liked this , well, it's never needed to like this topic, but it is appreciated. (You can also ask for something that's not up there by messaging me!)
  18. 86 points
    Good evening, citizens of the Mine-imator forums. This is a quick update to confirm the fact that I am still very much alive (that some of you that I've chatted with on Discord should know already). 2016 was an unusually eventful and chaotic year on our floating ball of rock, both on the political fronts and in technology and entertainment, and my own life has not been an exception. For those interested (and to explain the lack of Mine-imator updates), here are some of the things I've been busy with the last year: Finished university After 3 long years it turns out I am one of the lucky few who survived university with a freshly baked Bachelor's degree in Computer Science in hand. For my thesis work, I cobbled together a CPU/GPU real-time ray tracing engine and wrote a 40+ page paper about it. Illustrated some books Late last year I was approached to help out with a series of graphic novels made using Mine-imator. After finishing a total of four books (~200 pages each and with some help from @Frossa) I have had an unique opportunity to try out illustrating comics, which I dreamed of as a young lad, all thanks to Mine-imator and its popularity. You can find these books on Amazon (two released so far): 1, 2, 3, 4. If you're into wacky Minecraft adventures they might be worth checking out (don't forget to leave a nice review ). Got a cool job Largely thanks to my degree (and to some extent my extensive online portfolio) I quickly got the opportunity to work as an IT consultant. This includes travelling the country and doing programming for various agencies and companies, while at the same time getting educated further in software development. With all expenses paid, this is a pretty good deal, eh? New projects Since I now have a full-time job to attend to, I'll have significantly less time for personal projects compared to when I was studying. This however is not going to stop me from making awesome and overly ambitious stuff, one of these being the fabled successor of Mine-imator. I can't tell you much more (because frankly, there's not much to show or tell as of yet ), but it will definitely not be limited to Minecraft or (most importantly) made in GameMaker. Whenever this is ready for beta-testing, I will make a proper announcement, so don't worry! As for Mine-imator, the current incarnation will most likely be the final official version (as explained in the previous update topic), due to my desire to work on new projects and limited time. If you want additional features, I'd advise you to check out the Community Edition mod. With some consulting help from me and @Emunator, @Nimi has managed to create a darn good substitute of what Mine-imator would've been had I continued to work on it this year. That's about it, let's hope for an even crazier (or not) 2017! Happy animating!
  19. 85 points


    August 2012 August 2013 August 2014 Happy 2nd birthday, Mine-imator!
  20. 83 points
    v0.1 Support the Rig Pack, give it a Rep Want Steve Rigged in your Animation? Click the Banner Below Hello again, this is Zuexs and today I have the Zuexs Advanced Mob Facial Rig Pack by:ME! This rig is designed to be simple for beginners, but have a very advanced background for more experienced users. -Ability to move Pupils -Ability to Use both Eyelids -Mouth is movable by RESIZING INDIVIDUAL PARTS -Eye Sockets are deep in the head allowing for better pupil and lid movement -Comes with a custom terrain.png for all of the textures -3D Teeth and indented mouth -Smiling and other Facial Emotions -Double Eyelids -Skeleton uses the Advanced Bow Rig by Stevepocalyptic -More Mobs To us on... . The Mobs Currently Rigged (Download Here): Agressive Mobs Peaceful and Passive Mobs Custom Mobs By Zuexs: How to Install (For ALL Versions and Rigs): Videos Made With the Rigs (Message Me To Get Your Video Featured!)
  21. 83 points

    Dev update #13: 1.2 feature gallery

    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!
  22. 82 points
    Helllloooooeeeewwwww! I wanted to take a break from Animating so i started RIGGIN! Leave like if you like this! Here's preview of new update And this is what i'm Proud Of -Foot! But There are other great things too! Like...Smooth Mouth,Eye Reflection(Thanks Redcap),Advanced Eyebrows AND BIGGER EYES! ...And Of course 3D STUFF! this rig has 3D sleeves, collar, hair and more ..fingers are there too! UPDATE 1! -Mouth Update New Features Added *3D Mouth *Uvula EXCLUSIVELY! (That hanging part in back of mouth) *Tongue *Realistic Teeth *Easy To Use Smile controller ...Here's a Preview! UPDATE 2! -Foot 2.0 New Features Added *3D Shoes *Foot Bending Bug fixed+Direction of textures *Foot Bends In right direction ...Here's a Preview! UPDATE 3! - Foot 3.0 and Jaw New Features Added * 4 Directional Foot (most advanced in the town,your move peanut ) * Advance Mouth.Now the jaw moves down when the mouth is opened.(actuallt better than it is looking in image) RULES!!!! 1. If you use this rig in any of your works you have to leave a link to my youtube channel or this post and mention that this rig is mine 2. Do NOT Claim this rig as yours. 3. You can change it's skin if you want,but again,Credit me. 4. Provide a link to my youtube channel,if you use this rig. Here's Download link: https://www.dropbox.com/s/21ybxvfgsfyz4ic/Steve%20Rig-GasCreeperUP3.rar?dl=0 Leave A Like For My HardWork!
  23. 81 points
    The Minebox

    GOLEM FIGHT | Minecraft Life

    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!
  24. 79 points
    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
  25. 79 points

    Good Ol' Kitchen [Wallpaper]

    Planning to add more detail, but I got lazy first, guess that's it for now lmao
  26. 79 points
    Last December, Elias and I were approached to illustrate a graphic novel in a series based on wacky Minecraft adventures, made using Mine-imator. It contains over 700 renders, created within the span of 3 weeks. After many months, we finally have a physical copy (several, in fact) of the result :). We will create three more books in the series this year, and you can order the book here: http://www.amazon.com/Revenge-Zombie-Monks-Unofficial-Minecrafters/dp/1510707271 (note: We didn't make the cover)
  27. 79 points
    Yes! I am finally done! After using many HD textures and about 1 and a half hours of work, I have finished it! With about 60 items/blocks that will make you lag, this rig is quite massive. EDIT: Added support for 0.6, put the back legs in the correct place and added better spines! Now, I really need to shut up and just post the download. Download: Shut up and click this link! That's it. Show some love by remembering to +1!
  28. 78 points
    Hey Guys! I've been working on My Advanced Steve Rig! I decided to put 3D Hair and Fingers! It didn't take too long but i hopefully added what you wanted me to. Pictures: 3D Hair! Fingers! If you liked it, Click that little green button over there, It would help me heaps! How to use it Animations,Banners or Pictures Made with the Rig Without Fingers Download 0.6: Click for Download With Fingers Download 0.6: Click for Download With Fingers Download 0.7 [FIXED] : Click for Download
  29. 78 points

    Smooth bending test

    (Click image) Update 9/16: The test now contains two bending methods, one with the rotation point in the center, which one do you like best?
  30. 77 points

    Dev update #8: The end?

    Hi folks. In these final hours of 2015, I'd like to start off this topic with a personal and sincere THANK YOU to everyone who has given generous donations the last couple of months via the upgrade page. The amount of support you guys have shown is unbelievable, and will definitely keep the site and forums alive and well for a long time to come! This project, from its beginnings in 2012 up to today has been a total roller coaster. I'd like to give another THANK YOU to everyone who has been patient with me all these years, testing out the program, reporting bugs and above all, making awesome content. I've seen some crazy stuff that often greatly exceeded my expectations of what was possible with this (seemingly simple) tool. This community has seen multiple buggy demos, exciting teasers of new features and several silent hiatuses, but you have always been supportive and encouraging, which I believe is the key reason behind where the program is today. You have given me an unique opportunity to sharpen my programming skills and be able to finally release a semi-professional product, all by myself. Without your feedback, I wouldn't have the motivation to push my limits, and we'd all be stuck with version 0.1. With that being said, I can currently say that I'm satisfied where Mine-imator is today, feature-wise. Most of the stuff I set out to add into the program has been done, and adding even more would (at least in my opinion) be overkill for a novice-friendly animation studio based on a game made entirely out of cubes. "But what's with the title?", you ask? "The end? Does this mean no more Mine-imator? What about my epic animation plans? " Dry up those tears, reader! Mine-imator won't be going anywhere anytime soon! As long as I have a way of hosting a download link and nobody from Microsoft threatening to sue me for creating this, anyone can download Mine-imator freely and create awesome stuff. What I mean is that it is time for me to move on to other things. Developing a 3D animation studio in GameMaker has become a pain, and I feel that I've already accomplished what I set out to do with this particular project. What will I be making after this? I'm not entirely sure myself. I have a couple of bizarre video ideas that I'm tinkering with (nothing Minecraft related), but it will be a while until I have something worth showing. Regardless of what I decide to create, whether it be animations, games or more helpful tools like Mine-imator, you will be able to find it on Stuff by David and via my YouTube channel. That is all for now. Let's hope for an awesome 2016, and keep on Mine-imating!
  31. 76 points

    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
  32. 76 points
    I guess it's ample time for another Mine-imator development update topic, but first off, happy holidays everyone. Hopefully you'll be spending this season in a nice, warm and friendly place, like in front of a computer animating and browsing the forums. Boy, has this been a huge year for Mine-imator. The program have more than doubled in size since January (going from 20,000 lines of code to well over 50,000) and we saw the legendary 1.0.0 update being unveiled to the public eye. I've seen some really impressive things being done with it, despite it being in a slightly buggy and unfriendly demo stage at the moment. The creativity of the Minecraft community never ceases to disappoint! You've probably been noticing the lack of activity in the dev blog since September and would like to have it explained. We'll here are a few reasons for this: GameMaker Creating a complex 3D animation studio in GameMaker is completely idiotic. I've been enjoying the challenge so far though. Well, everything except the fact that its subpar interface/code editor can barely handle the giant that is Mine-imator. Writing, debugging and compiling code has slowed down tremendously the last year due to the size of the program. There have also been some major bugs with GameMaker that affect Mine-imator and its usability that has further delayed 1.0.0 and the demos, some of them still unfixed to this day. Luckily the YoYoGames team are working on GM:Studio 2.0, scheduled to be released in 2015, which may make development easier and faster. School/Work I'm currently acing computer science at university and doing some freelance work which eats up a decent amount of time. Motivation Working on the same project for nearly 3 years all alone with no pay certainly is tiring, but I'm starting to get back into the code after the unannounced hiatus from September to now. So, what's going on now? Well, I'm reworking some of Mine-imator's code (and adding the final, heavily requested features of 1.0.0) and realizing how much I've evolved as a programmer the last year alone. Even though I haven't made much profit from Mine-imator, I've learnt many things about 3D computer graphics and running a community, knowledge that will in no doubt help me in the future. Hopefully 2015 will bring the final release of 1.0.0 and many updates after. What else to expect in 2015? A completely remade Stuff By David site, featuring a friendlier and more modern design. A brand new Mine-imator download page, updated Disqus board (perhaps on a separate page so you guys don't have to scroll down all the time, what do you think?) along with the release of 1.0.0. Possibly some animation projects from me. That is all.
  33. 75 points

    Mine-imator 1.1.0 (pre-release)

    Download the final 1.1.0 from here with the latest features and bugfixes:
  34. 75 points
    (This is my first good Steve rig!) (AND THIS IS NOT AWESOME SHAHS) QUICK UPDATE: I will be optimizing this for 1.0.0 soon, without fingers. Sorry for the inconvenience. BUT... IT SHALL BE AMAZING! UPDATE: V.1.0 -Added a better feeling to it -More advanced -Complete remodel UPDATE: V.1.0.2 -Added .zip files -Different Mouth Color -Tongue UPDATE: V. 1.0.201 -Added support for 2 pix by 2 pix eyes. -New mouth + tongue color. UPDATE: V. 2.0 The biggest update yet! -Smooth mouth -new eyes -smoother interface -easy to use -New mouth and tongue color UPDATE: V. 3.0 Yay! Fingers! -Fingers -Smoother Mouth -Better than 2.0 ( ) UPDATE: V. 3.1.0 -Soon will have support for 1.0.0. -New mouth & tongue color. -Smoother mouth. UPDATE: V. 4.0.0 The update that changed the world... THE 1.0.0 UPDATE! YEAH! -Better mouth -New Face Mesh -New Mouth Color -A bunch of other stuff. -(some bugs ) UPDATE: V. 5.0 ZOMG 4 REALSIES? -Everything all the other rigs have, but better. Well, might as well tell you the story behind this rig. YAH STORY TIME The main reason I started making this rig is because of Snivy. He was my first inspiration to make this rig. Then, I looked at Zuexs' rig. That's where the real magic happend. It was amazing. Then, I started working on V. 1.0, the better one. It was amazing through my eyes. I thought it was the best! Then, I had to make a new rig, because I got a new computer, and I lost my older files. So I remade it. In only 2 hours. WOO! I based this rig off of AwesomeShah's and Zuexs'. Banner: -=None=- Screenshots: Features: 3D Hair Teeth Eyebrows Pupils 3D face Smooth mouth Fingers (Not yet ) How to use: You have to re-size the teeth and lips to create smiles and closed mouths (currently) Wishlist: Fingers Smooth Mouth Fixed Eyelids Pre-Sized eyelids, lips and teeth Eye-sockets Videos that use this rig: A quick message: I will be compressing this into a zip file in a bit, so it will be easier to access. <----- Click this picture to download! REMEMBER TO SMACK DAT +1 BUTTON!
  35. 74 points
    Welcome to A21's Workshop! In this topic, i'll put my rigs creation (Not just a weapon/armor or whatelse) owo and i'm using the original 1.0.6 build, not the community one, so if there's any bug/glitch, i'm sorry _ _) Changelog
  36. 74 points
    G'day/night/morning folks. This topic will explain some of the plans I have for Mine-imator this summer (and beyond). I thought I'd clear things up since a lot has happened since the last topic in late March, and I have been thinking about what I should be doing with this program and the community. I am currently working the final features of 1.0.0 (the GM version), which will be published some time in the near future. You can expect exciting things such as: Fully working undo/redo Improved interface (friendlier and more modern) Alpha glitch fixed, kind of (you can control the rendering order of objects) 1.8 mobs & blocks support Some more neat stuff ... (see the dev blog) I am also planning on completely redesigning my website (including the download page). I have learnt a lot of new tricks in web development during the 4 years since Stuff By David was founded and most of the content on there is pretty outdated and needs a cleanup. To go along with the new design, I was thinking about somehow fetching the data from the forums and displaying it on the download page. This could be a list of active members or recent/hot content posted in the Narrative/Random/Music videos or Wallpapers subforums, to give you guys additional spotlight and a chance to demonstrate what Mine-imator is capable of when people are downloading it. What do ya think? But... but... what happens to C++ Mine-imator? Rewriting the entire program will require tremendous effort and time, so I have decided that if I will ever recreate this program, I will create a more generic environment to allow for any kind of animations, not just Minecraft. I have learnt a lot about computer graphics the last couple of months and I feel that I can apply my knowledge more diligently into a program that isn't limited by Minecraft's basic style. (Dav-imator confirmed) A project like this will however require more knowledge about animation on my part (I'm still kind of a noob to this, I mean, have you seen 5ever?), which is why I'll probably be taking some animating courses and having a look at some of the "real" animation programs out there before making this, for inspiration and to see how the pros do things. If I ever create such a program (it's hypothetical at this point), I will of course allow "plugins", such as support for Minecraft blocks, mobs and schematics. I will also stay true to my usual philosophies when creating software, to make content creating a fun process, almost like playing a game. Well, that's all on my mind. Keep an eye out for 1.0.0! PS. A few days ago I published my ray tracer, which some of you might have missed: http://www.mineimatorforums.com/index.php?/topic/40661-ray-tracer/
  37. 73 points
    Portal II ATLAS Rig Up next... P-Body My most detailed rig ever... Sorry that there's only 2 images, I kept crashing. You'll just have to see the rest yourself if you download this. I am pretty sure you'll need a beefy PC to use this. VER. II (Slight fixes/ add-ons) I cannot make the selecting from timeline anymore friendlier due to the amount of pieces there are, that is why I made it to where only the parts that's that are select-able are the parts that should only be moving, so try just selecting the joints in the arms and such instead of trying to find it on the timeline. The main pieces are the one that are labeled, ONLY move those ones. -------------------------------------------------------------------------------------------------------------- Added More decals/ darkened arms (sorta) Forgot to add antenna (Antenna added) Download Ver. I Download Ver. II No need to credit me, remember that. :] (Claim it as yours... we are gonna have an issue)
  38. 72 points

    Minecraft Sound Pack — 1.14

    Hello, animators! I've extracted all sound effects and songs from Minecraft 1.14 and packed them all into a neat little pack for use with Mine-imator, or anything else, really! All sounds are provided as extracted, in the .ogg format and with their original names and folder structure. Enjoy!
  39. 72 points
  40. 70 points

    Trebuchet Animation

    I spent around 3 days creating the 24 schematic frames in-game. Would you like more content like this from me? Mine-imator reddit post for anyone interested
  41. 70 points
    Anyone can use this. ANYONE. I don't even care if you don't provide credit. This is to help people. Custom particles and Realistic scenery can be requested just through a PM. NEW WITH 1.3 Realistic rain Rain splashes Realistic explosion Hello. Many of you asked for a 'tutorial' on what I did in so I ma here to release a rig pack that will help you make your scenery more realistic, instead of that boring 'nothings happening' scenery. Here is a demonstration. sony rays not included, done in vegas pro 12. https://www.youtube.com/watch?v=YJej9qwKugc&feature=youtu.be What's included in this pack? Ground Textures (E.g. Fallen leaves, sticks, paper etc) Objects Particles Sky Textures DOWNLOAD 1.96MB (Version 1.3 | 8 Dec. 2014) Happy Customers: IGN- 10/10- Oh wait, it's not COD? 6/10 Polygon- 10/10 The Man- 10/10 (Don't argue with me) Bob- 10/10 Ocelot - Meow/10 AwesomeShah- 11/10 TS2833- *enough to use this for every animation*/10 Avalon- 6/5 jerkboi2001- Mayo/42 Animator_Of_Awesmeness- 11/Mine-imator 1.0.0 Stevenrobson- 99999/10 GasCreeper- Bacon/10 Oddities- 2.0.0/1.0.0
  42. 70 points
    I know you guys can't wait to get your hands on the next full update (neither can I!), but sadly you won't be getting it this year. This has turned out to be a bigger project than imagined before. For starters, this will pretty much be a completely rewrite of the program. In order for new exciting stuff like shaders, particles and customizable interface to work, pretty much all the code (~20000 lines and counting) must be redone, more or less. Also remember that this is all done by one guy, who has to balance the work with school. Due to the scale of the update, I have decided to not call it 0.7, but 1.0.0. That's right, Mine-imator will be leaving Beta soon. So what can you expect in the full version of Mine-imator? I'm aiming to make the program on par with some of the professional animating tools out there. To do this, the flexibility of the program and visual quality of animations must improve. To accomplish this, I upgraded the project to GM:Studio for improved graphics, and purchased the YoYoCompiler which converts the program to C++, for much more efficient CPU tasks (more info here). This should make .schematic fans happy, since it allows much more blocks with faster loading times and rendering speed (framerate). The current Mine-imator version is embarrassingly slow at rendering blocks, and even a schematic as small as 100x100 blocks causes lag and decreases usability. Here are my tests with the new GM:Studio+YYC, compared to the old Mine-imator 0.6.2/0.7 Demo for various schematic sizes: 100x100x32 (320000 blocks) Old: Loading time: 45 seconds, Framerate: 95% New: Loading time: 2 seconds, Framerate: 100% 200x200x40 (1600000 blocks) Old: Loading time: 3 minutes, Framerate: 36% New: Loading time: 6 seconds, Framerate: 100% 400x400x40 (6400000 blocks) Old: -crashed- New: Loading time: 17 seconds, Framerate: 96%-100% 500x500x25 (6250000 blocks) Old: -crashed- New: Loading time: 15 seconds, Framerate: 90% 500x500x50 (12500000 blocks) Old: -crashed- New: Loading time: 21 seconds, Framerate: 83% Happy new 2014 everyone!
  43. 67 points

    Mine-imator 1.2.0 (pre-release)

    Download the final 1.2.0 from here with the latest features and bugfixes:
  44. 66 points
    We're really excited to share this with you guys! This was our first attempt at animation. Let us know what you think!
  45. 64 points

    Mike's Car Rig (1.0.6)

    hmake a car rig. features everything is organized voxelized rigging style doors and handles that work a trunk that works radio and gear shift that work bricks any computer older then 5 year (totally a feature) insane detail* easter egg pictures download link https://www.mediafire.com/?g46c9972v24hhh2 if you're having trouble with lag, just set what ever's necessary to render only in HQ mode. (this of course only works in the Community Build) *not actually insane, closer to modest detail really
  46. 64 points

    Is This Even Mine-Imator Anymore?

    I've been with it for packs haven't I, figured I go with a bang. So my thoughts from this morning concluded that I should make an apocalyptic type of texture into the world of Mine-imator. I guess this would go under textures cause well... it is a texture release. I made most of these textures by photoshopping them and changing them up a bit. if there is any more kind of textures you'd like me add, ask me and I might do it. Meh... Wabam... HD textures. More images Download here [ 59.92 MB ] http://www.mediafire.com/download/u4g1vagwk1dls49/SKIBBZ%27s+Apocalyptic+Textures.zip#39;s_Apocalyptic_Textures.zip No need to credit if used.
  47. 63 points

    Outdoor Assets Pack

    I thought I'd try something a little different than usual and make something that might be more useful to the Mine-Imator community. This pack comes with x35 specific models to use for your scenery, wallpapers or animations! It may not look like much, but if done right, you can make your scenes pop. This kit's primary intention is to add more detail to your scenery and shots. I'll probably make a showcase within a video when I get around to it so my subscribers can see the pack as well. -Done ------------------------------------------------------------------------------------------------------------------- Comes with: - x3 Set presets - x1 Wooden barrel - x11 (primarily items) in the plant category - x4 Tree bark models -x7 Rocks - x5 Treetop pieces - x5 Wooden plank pieces w/ wooden log - x2 Grass extrusions (Hard to see in screenshots) ------------------------------------------------------------------------------------------------------------------- This pack is relatively simple, but it's something I've needed for a while when making wallpapers. I made these two renders real quick just to get a sense of how these props could be added to your scene. That's pretty much it. If you think this would be helpful for your projects, let me know! Post some renders you've made using this pack! I'd love to see what you can make with it. > Download Here [ 37.24 KB ] < No need to credit if used
  48. 63 points

    Mine-imator 0.7 DEMO

    This demo features some of the new additions found in the epic upcoming 0.7 update. An update so grand that one release is not enough. Download the demo version below: Download Mine-imator 0.7 DEMO Additions in this release (since 0.6.2): World Importer tool, no more MCEdit! Accessible by clicking on the Schematic field. Clouds, your animations can now be mistaken for the real Minecraft! More blocks: Fire, Stone Button, Portal, Huge Brown Mushroom, Huge Red Mushroom, Vines, Brewing Stand, Dragon Egg, Cocoa Plant, Command Block, Beacon, Cobblestone Wall, Flower pot, Carrots, Potatoes, Wooden Button, Anvil, Weighted Pressure Plate, Daylight Sensor, Redstone Block, Nether Quartz Ore, Hopper, Block of Quartz, Quartz Stairs, Activator Rail Animated texture support, for fire, water, lava and nether portals The full update will arrive in the near future with the remaining updates listed in the previous development topic, found NOTICE, RIG MAKERS! The block image will from now on be structured differently to account for the new animated texture support. The blocks are now stored in order of their IDs rather than the random mess Mojang initially put them in. You may have to update your rigs if you rely on blocks to create body parts or similar.
  49. 62 points

    The Armory (.png Weapons)

    These are weapons. Made out of .png items instead of schematics. I'll add more of these as time goes by. I'll also post a link to my bow rig topic so people can get those bows too. Current weapons in v2.0: Crossbow, Minigun, Sniper Rifle, Scythe, Katana, Butterfly Knife, Battleaxe Crossbow: http://www.mediafire.com/?tunde10z8n886 Pictures: Minigun: http://www.mediafire.com/?bq8n3ca8acp0f Pictures: Sniper Rifle: http://www.mediafire.com/?uewx6wo7gjx7b Pictures: A little something extra: Scythe: http://www.mediafire.com/folder/h2845gog8tghr/Scythe Pictures: Katana: http://www.mediafire.com/folder/z4zqsfxcam4mn/Katana Pictures: Butterfly Knife: http://www.mediafire.com/folder/6wm1ubu0711x1/Butterfly_Knife Video: Battleaxe: http://www.mediafire.com/folder/8t44p9oxgql72/Battleaxe Pictures: NOTE: If you want to add another copy of a weapon into your animation, import the animation again. Do not duplicate every single part, unless you want to. (this is not advised.) Remember - If you use any of these, you must give me credit. Thank you in advance for choosing Stevepocalyptic's Armory. If you liked these weapons and think I should continue, don't forget to +1. I mean, if you want. I'm not fishing, but it'd be appreciated. Ah... Oh, and post some pictures using these weapons! It'd be awesome to see how people use them. That's all for now, buuuyyyiii. -Stevepocalyptic Update Log: v1.0: FIRST PUBLIC RELEASE: Added Crossbow, Sniper Rifle, and Minigun. v1.6.9: Added super secret surprise. v2.0: THE BIG MELEE UPDATE: Added Scythe, Katana, Battleaxe, and Butterfly Knife. v2.3: Weapons from TBMU placed into .zip format for easy importing. COMMON COMPLAINTS/QUESTIONS: Before submitting a complaint, please read this list. C: When I import the item into my animation, all the pieces use a different .png sheet and it looks trippy. A: Before importing the item, add a separate item from the same item pack as the one you're importing. Mine-imator currently takes the last itemsheet added instead of the imported one when importing things. Q: How do I make a duplicate item? A: Import the item again. Do not create instances of one imported item. This will take way too long. Q: Do you take requests? A: Yeah. C: z0mg u n0b y u no ma3k my fav gun i downvote A: Nah.
  50. 62 points

    Medieval Pack!

    So again, I haven't been posting much lately, so I wanted to make it up to you by making something "big", and this was the result Just to keep you up-to-date, the next pack I will be doing is the Post-classical Pack and there has already been smooth progress and good results So without further ado, the Medieval Pack! Here are some clearer images incase you need a better look: Hope you like Please give feedback Downloads: Weapons- Shields- Helmets- Transport & Punishment- All- 'Donations' are always appreciated (Adf.ly download) Previous: Renaissance Pack Next: Coming Soon Thanks for viewing, and as always, more to come! -Please give credit in your video, art or description (or whatever else).
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