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  1. 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 Spamming (constantly posting the same content, nonsense or useless posts just to get noticed) Pointless swearing/overuse of CAPS Gore/Screamers or other frightening imagery Links to viruses/trojans/malware Images of/links/heavy references to sexual content 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 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!
    274 points
  2. Nimi

    Mine-imator 1.2.9

    Download 1.2.9 Version 1.2.9 (Dec 18th 2021), changes: World importer Added support for 1.18 worlds with default world height. Added color preview for biomes. (Note: Biomes are not exported to Mine-imator.) Added support for datapack dimensions. Changed "Loading region..." message to be in the top-down viewport, added a new percentage. Added a limit to water transparency, allowing for clearer oceans/rivers. Certain blocks now have a color manually set. (Instead of generated from its texture.) Certain tasks are now multi-threaded, giving a massive performance boost. Side-view viewport now updates in realtime when changing block selection in the top-down view. Filtering water blocks now removes "waterlogged" states from blocks Fixed crash when loading chunks from different Minecraft versions in the same world. Fixed most block variants not appearing. Minecraft support Updated items & biomes to Minecraft 1.18. Added "Mojang Studios" and "Migrator" capes. Updated biome colors. Enchanting tables now glow. "Vertical" blocks from the workbench now adapt to their vertical "repeat". Includes: Kelp, Weeping Vines, Twisted Vines, Pointed Dripstone, Big Dripleaf & Cave Vines. Changes Added "Use x64 world importer" program setting. (Launches a x64-bit version of the world importer for increased memory usage.) Changes Removed "Remove waterlogged water" setting Reduced smooth camera sliding. Updated GameMaker runtime to 2.2.5.378 (Same as Modelbench), giving a faster startup. Bugfixes Fixed vertical repeat affecting random offset for certain blocks. Fixed "Mapped texture" affecting other shape types when creating a shape in the workbench. (Would hide certain settings in the library.) Version 1.2.8 (Jun 10th 2021), changes: Minecraft support Updated Minecraft assets to 1.17. Added support for mob heads in scenery. Added book model. (Replaces Enchanting Table special block.) Added capes and elytra cape variants. Added spectral and tipped variants for arrows. Added 'targeting' state for conduit. Added missing Bamboo Jungle biomes. Updated characters and special blocks. Updated names for characters and blocks Changes Invalid characters in project folder name are now replaced with an underscore, instead of being deleted. Bugfixes Fixed wall generation. Fixed random block models not using all possible models. Fixed waterlogged blocks with a position offset affecting water block. Added filter for trailing spaces in project folder name. (Fixes bug with projects not saving.) Fixed desaturate night settings not saving without a background object. Fixed value jitter with glow brightness and glow color threshold values. Version 1.2.7 (Jul 4th 2020), changes: Features Added quality setting for Depth of Field. Changes Updated player and spawn icons in world importer. Block names now use language file when loading on startup. (ex. grass_block - > Grass Block) Minecraft assets Updated Minecraft assets to 1.16.1. Added "Shooting" variant for the Ghast. Individual redstone wire blocks can now be fully edited. Bugfixes Fixed memory leak with bending body parts. Fixed mip-mapping artifacts. Fixed old custom block models using old texture names. Fixed camera blades making bloom effect brighter. Fixed rendering order of blocks. (They are now rendered in order based on volume of elements.) Fixed banners in scenery turning white if scenery is deleted or duplicated. Version 1.2.6 (Jan 12th 2020), changes: Features Added alignment settings for text objects. Added "AA" setting for text objects to enable/disable anti-aliasing on the text's font. Added support for new model settings and behavior in Modelbench 1.0.0. Added "Glow color threshold" for blocks that glow by default to determine how bright a pixel needs to be to glow. Changes Improved bending appearance. Bend wheels have been changed to sliders. Updated icon for importing models in the workbench. Minecraft assets Updated Minecraft assets to 1.15.1. Bugfixes Fixed crash when not using a resource pack on scenery templates that have special block timelines. Fixed search results in block lists not being accurate. Fixed cloud offset moving all clouds away from scene. Fixed 3D planes not bending properly in most scenarios. Fixed Smooth diorite stairs/slabs, Mossy cobblestone, and brick walls not importing. Fixed crash when generating scenery with certain blocks. Fixed water generation near waterlogged blocks. Version 1.2.5 (Sep 16th 2019), changes: Features Added blade settings for the camera to change 'Depth of Field' and 'Bloom' appearance. (Blade amount and blade rotation.) Added 'Chromatic aberration' effect for the camera. Added 'Distort' effect for the camera. Added rotation option for background skybox/skysphere. Changes Improved quality of 'Depth of Field' effect. Improved near blur of 'Depth of Field' effect, though large blur sizes may not be desirable. 'Anamorphic ratio' options for 'Depth of Field' and 'Bloom' can no longer be negative. (Rotating blades is now recommended.) Background ground block can now be animated. Increased height of 'Export image' popup to fit all components and text. Minecraft assets Added wind to Fire, Campfire, and Sweet berry bush. Fixed End stone brick slabs not importing from worlds. Updated Pillager arm texture. Bugfixes Fixed shadow delay with 'Follow camera' enabled. Fixed crash caused by spawning an object using a deleted camera as a texture. Version 1.2.4 (May 21st 2019), changes: Features Added "Remove waterlogged water" program option to remove water from waterlogged blocks, kelp, etc.. Added color option for vignette. Added "Blend mode" options for objects. (Note the object's interaction with the scene can vary depending on the mode.) Changes Changed default sky color and fog height. Tweaked how automatic fog color is calculated. Removed slight blue tint on story mode clouds. Bugfixes Fixed crash when loading certain resource packs. Fixed white scene textures when a visible shape used a camera as a texture. Fixed rotation point values not having default values. Fixed body parts not using their custom rotation points. Fixed issues with casted shadows causing artifacts. Fixed typo in English translation. Fixed crash when saving certain objects/projects. Fixed crash when trying add a new object from the workbench. Fixed "Memory allocation failed" crash. Fixed chorus plant blocks not loading from worlds in 1.13 or newer. Fixed smooth stone slabs appearing as stone slabs from older worlds/schematic files. Fixed textbox padding for particle launch angle settings. Fixed film grain stretching on largest dimension in render. Fixed sheep, panda, villager, wandering trader, and ravager models. Fixed crash when setting FOV to a custom value while having unlimited values enabled. Version 1.2.3 (May 4th 2019), changes: Features Added Minecraft 1.14 blocks and characters, as well as new textures. Added program setting to allow values to be set outside of their limits. (Use at your own risk!) Added program setting to search for variant names too when searching for blocks. (Interface settings, on by default.) Added tooltip to show the amount of frames in the selected timeline range. Added "Sprite (Template)" option for particles to easily choose new Minecraft sprite particles. Added "Launch angle" options for particle types in the particle editor. Item texture and slot can now be animated with keyframes. Added 'Bleed light' setting for timelines. Added 'Camera shake'. Added 'Anamorphic ratio' option for Bloom and Depth of Field for adjusting the vertical and horizontal scale of the blur(s). Added a lens dirt effect for the camera. (Custom texture, radius, and intensity can be changed and animated.) Added 'Vibrance' option for color correction. (Boosts the saturation of desaturated colors.) Added new Bokeh settings for the Depth of Field effect: Edge bias (How strong the edges of the CoC should be in comparison to the middle.) Bokeh highlights Bokeh threshold (The brightness threshold for bokeh highlights.) Changes Improved general performance. Improved quality of film grain. Improved sunset/sunrise appearance. Altered the appearance of Depth of Field to look similar to traditional bokeh. Fringe effect in Depth of Field now properly separates color instead of bleeding color. Disabled SSAO on particle spawner timelines by default. Updated workbench icon and logo to match new workbench textures.(Also more vibrant.) Bugfixes Fixed crash when loading worlds with banners prior to Minecraft 1.13. Fixed some instances of film grain stretching vertically. Fixed brightness slider in color correction not allowing a minus symbol. Fixed certain keyframes not clamping correctly when editing multiple keyframes. Fixed new banner patterns in editor not using a pattern image if a pattern is already selected. Fixed sun shadows changing when SSAO is enabled and camera FOV is altered. Fixed 'Alpha add' options in the particle editor not allowing a minus symbol. Fixed Inherit Select not saving. Fixed certain blocks in scenery from 1.13 and later not generating correctly.(Connecting blocks like; Walls, stairs & fences.) Fixed water generating where it shouldn't and blocks not being waterlogged properly. Fixed popup names not updating when the language file is changed. Fixed custom rotation point XYZ values resetting when disabling custom rotation point. Fixed SSAO appearing on clouds. Version 1.2.2 (Jan 26th 2019), changes: Features Added "Transparent block texture filtering" in graphics settings. Added "Desaturated night" option in background settings, along with an option to control the desaturation amount. Added "Fringe" option for Depth of Field. Added "Color burn" option for Color correction. Added "Film grain" effect for cameras. Added "Inherit select" in timeline properties(If you select their parent, they'll get selected too.). Added seamless repeating button for the timeline. Added interface color option for viewport object highlight. Added button in workbench in to hide list of options. Startup now displays what block its currently loading. Updates to banners Added wall banner variant. Added banner editor popup. Banners from worlds can now be loaded with patterns and colors. Fixed rotation point and scale of banner model. Bugfixes Fixed armor stand arms not being parented to body. Fixed vex charging variant being incorrect. Fixed world import crash with newer worlds. Fixed animatable blocks not using the scenery template's resource. Fixed default MC resource pack being sometimes replaces when replacing a resource with the same name. Fixed "Inherit..." checkboxes not being laid out correctly for some objects. Version 1.2.1 (Nov 11th 2018), changes: Bugfixes Fixed a crash when loading a project containing missing items. Fixed a crash when importing scenery from a world with a name containing non-English characters. Fixed a crash when loading schematics containing mob heads or gray colored beds. Fixed shapes using cameras as a texture not rendering in high quality when exporting as a movie. Fixed a crash when exporting a movie containing 1 frame only. Version 1.2.0 (Oct 31st 2018), changes: Minecraft support Added the mobs, blocks and items from Minecraft 1.13.1 Support for worlds from Minecraft 1.13.1 Added all Minecraft biomes and biome variants, also updated biome names New options for existing models Wool color for sheep Markings for horses Charged vex option Arms for armor stands Minecraft: Story Mode clouds option Animation features Right-click shortcut in the timeline to pick a transition Ctrl+Q shortcut to create keyframes for all selected timelines at the marker’s position Option to visualize seconds and half-seconds on the timeline Option for particles to be destroyed when they hit their bounding box More background values are now keyframable using the "Background" option in the workbench: Rendering features In the “Graphics” tab of objects Glow effect Glow color is adjusted in “Color” of keyframes Includes setting to only display the glow effect Options to hide objects in low and high quality rendering modes Biome tinting option for objects to be affected by the biome foliage color In the “Camera” tab in camera keyframes Bloom effect Threshold, radius, intensity, and color options Color correction Brightness & contrast Saturation (Behaves differently from color settings) Vignette effect Radius, softness and strength options In the “Background” tab of the project Sunlight strength option (High Quality mode only) Custom biome colors for water, grass, and other foliage To enable, select “Custom” when picking a biome Option for the scene to have a different fog color from the sky fog In the “Graphics” tab in Settings Blocky style option for bent arms/legs Noise effect option for grass and water Option for bright blocks in schematics to automatically be given the glow effect Option to turn on foliage light bleeding for plant-type blocks In the “Render” tab in Settings Option to turn off all camera effects Radius, intensity, and falloff of glowing objects Custom watermark options for exported images and movies Misc Spin option for items Rotation settings for sprite particles Interface color option for the group select box in the timeline Changes Added a button to helpful tutorial videos by @AnxiousCynic Default program FPS setting is now 60 Work camera rotation now eases when moving The default ambient color now has a blue tint, and the sunlight has a yellow tint Checkboxes with interface content can be collapsed using the adjacent button with three dots (...) The “Cross section view” of Minecraft maps can now be freely moved up and down Filtered blocks will be previewed in selected Minecraft maps Acacia leaves, Dark oak leaves, and sugar cane are now affected by the biome foliage colors Updated resolution size templates to more modern resolutions Resolution size templates now use the language file Water no longer casts shadows Added highlight outline for selected keyframes Item bouncing is now slower, matching the speed of bouncing items in Minecraft Heavily improved performance for shadowless point lights when used in great quantities Moved Depth of Field blur size from program render settings to camera keyframe settings, and changed the default size to 1% Increased Depth of Field quality Added a graphical improvement for SSAO Tweaked stars Piston extensions now extend to a full block Fog is now circular Bugfixes Fixed crash when importing models that contain 3D planes using “Import an asset” Fixed crash when deleting a camera used as a texture in the library Fixed crash when loading a project with a resource pack used for the moon texture Fixed crash when duplicating scenery with animated blocks Fixed point light buffer size resetting when re-opening program Fixed graphics tab in spot light properties not being the same as point light properties Fixed UI elements being blurred if "Blur texture" was enabled Fixed completely transparent models still rendering SSAO and shadows Fixed objects that face the camera casting incorrect shadows Fixed crash when undoing changes to the sunlight color Fixed a crash when deleting bodypart keyframes Fixed timeline length not updating on some keyframe operations Fixed various crashes when importing scenery from a world Fixed a 1-frame delay when switching visibility between two cameras Fixed a bug that had a small chance of corrupting a project when loading Changes (since pre-release 3): Bugfixes Fixed a bug that had a small chance of corrupting a project when loading Fixed a 1-frame delay when switching visibility between two cameras Fixed the Mooshroom model... again Fixed graphical issue with alerts when the toolbar is in a vertical mode Fixed issues with the following animated background options: Custom fog color Custom object fog color Sky fog Follow camera Version 1.1.x: Version 1.0.x:
    237 points
  3. Full 1.0.0 is now available: http://www.mineimatorforums.com/index.php?/topic/46014-mine-imator-100/
    193 points
  4. 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.
    173 points
  5. 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'.
    147 points
  6. 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!
    146 points
  7. 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!)
    146 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!
    143 points
  9. 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!
    138 points
  10. Lovely banner by OzFalcon Latest update: January 28, 2022 - Update 34 NO LONGER TAKING REQUESTS The Modelbench Armory is a collection of weapon models made for Mine-Imator users to use in animations, still renders, or anything else you can think of. Feel free to use them for whatever you please, no need to give credit although it is appreciated. Sounds are included with all gun models, although I recommend you use your own for more consistency. The Modelbench Armory is conceptually based on Überkiller's now-defunct Mine-Imator Armory. Thanks to @MYSELF3200, @CodyBI, @Slime, @Hozq, @OzFalcon, and @Duychung for their help with the Armory. Frequently asked questions: Terms of use: Some very basic tips/advice: WEAPONS Assault rifles & carbines: Battle rifles & DMRs: Single-action rifles: Anti-materiel rifles: Machine guns: Submachine guns: Handguns: Shotguns: Explosives & launchers: Melee weapons: Misc: ATTACHMENTS Every attachment has an attachment type in parentheses, and should (atleast within realistic bounds, you can do whatever you want really) only be attached to weapons with that attachment type. These are pretty much only meant for firearms, not melee weapons or anything else like that. You can find what attachment type(s) a weapon has in its info .txt file, if applicable. The "Custom" attachment type means it doesn't use any standard mounts and is generally attached to a gun permanently. Muzzle devices instead have what round they're meant for in parentheses, and should generally only be used on guns with a matching or comparable cartridge if you want to keep things realistic. Also please note that magnified sights do not include any zoom/magnification setups, and you'll have to set those up however you want to get a zoom effect. Grips & bipods: Muzzle devices: Close-range sights: Medium-long range sights: Underbarrel weapons & bayonets: Other attachments: Thanks for taking the time to look at this, I hope it's helpful.
    132 points
  11. 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!
    120 points
  12. 113 points
  13. NOTICE: THE ARMORY IS CURRENTLY MISSING ALL FILES, NO MORE UPDATES CAN BE MADE. I WOULD RECOMMEND YOU TO THE MODELBENCH ARMORY INSTEAD. 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. Former 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 F.A.Q. Terms of Usage [updated March 22, 2014]: Should you still own any of the weapons, 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.
    112 points
  14. 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!
    111 points
  15. Hey, animators! This pack contains all the sound effects and songs from Minecraft, extracted by yours truly for you to use in your own creations. All the sounds are provided as is, in their original Ogg Vorbis format, sorted in the same folder structure that the game uses. Enjoy!
    107 points
  16. 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!)
    107 points
  17. 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.
    102 points
  18. 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
    101 points
  19. 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
    101 points
  20. If it's blocked in your country: http://www.stuffbydavid.com/download/mineimator_rendering.mp4
    96 points
  21. Planning to add more detail, but I got lazy first, guess that's it for now lmao
    91 points
  22. 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!
    88 points
  23. Nimi

    Modelbench 1.1.5

    Download 1.1.5 Version 1.1.5, 2023.02.28, changes: This patch focuses on parity with Mine-imator 2.0's interface and feature changes. Due to changes with the GameMaker, Modelbench is only available for 64-bit Windows computers. Full patch notes available below: Version 1.1.4, 2021.02.12, changes: This patch focuses on bugfixes. Full patch notes available below: Version 1.1.3, 2021.01.16, changes: This patch focuses on bugfixes and file dropping support. Full patch notes available below: Version 1.1.2, 2020.09.02, changes: This patch focuses on stability and fixes bugs related to controls. Full patch notes available below: Version 1.1.1, 2020.08.28, changes: This release focuses on further improving the program's user interface and controls, based on user feedback. Notable changes include: ?️ A new, context-sensitive actions bar at the bottom of the screen, which lists all the available commands and shortcuts. The resize tool joins the modeling toolset, allowing you to resize shapes from the viewport. ?️ The camera controls now use the left mouse button by default, just like previous versions. A setting to change it back to the middle mouse button is also available. ? By popular demand, walk navigation has been brought back! While you can still access it by holding down the right mouse button, a handy button is also available in the viewport's toolbar. ? Various improvements to the user interface and experience. Full patch notes available below: Version 1.1.0, 2020.08.16, changes: Controls Changed navigation controls: Added panning (Shift + Press mouse wheel + Drag mouse) Changed orbit control (Press mouse wheel + Drag mouse) Removed first-person navigation Added settings to top toolbar: Absolute snapping Enable/disable overlays (eg. Grid, gizmos, outlines..) Wind settings Viewport render options (Flat, shaded, and textured.) Viewport shading options (Solid and textured modes only; Ambient occlusion & lighting) Blocky bending Added bend tool, allows editing: XYZ bend angles (Wheels) Bend offset (Bend tool icon) Bend size (Bend handles) Added group-select. (Left-click + Drag mouse) Added plane gizmos for the pivot, move, and multi-transform tool. Added object panning for the pivot, move, and multi-transform tool. (Press and drag tool icon in the viewport.) Added "New model" and "Import model" shortcuts. (Shift + "New model" shortcut will create a new model from a template.) Added snapping for XYZ scale viewport gizmo. "Save model" shortcut + "Shift" saves the model as a copy. Changed default snapping behavior in the viewport, value(s) now snap relative to the original value(s). (Absolute snapping reverts this.) Gizmos now fade away at grazing angles. Mouse position now wraps in viewport area when moving gizmos/navigating. (Also applies to UV editor.) Lowered default snapping value when snapping is not enabled. Interface Added element search. (Moving elements in the hierarchy is disabled while active.) Added highlight to elements in the viewport when hovering them in element list. Added "locale" string for language files. Language setting now uses given language name in included language files. Element names can now be edited in the element list by double-clicking them. Shortcuts are now displayed in the side menu. File dialogs for importing a model and browsing templates now use correct captions. Snackbars now fade when closed. Model save errors are now combined into one notification. Closing the menu or switching menu tabs now closes the "About" popup. "Allow Minecraft skins" and "Hide shapes" settings now support undo/redo. Updated error and accent colors. Updated startup splash. Updated icons. Updated program icon. Models Added .obj exporting. There are a handful of restrictions due to the limitations of the format. Added "Feature set" program setting to hide specific features in the interface, models will still be saved as .mimodel. Duplicating parts will now add a duplicate suffix. (eg. (1), (2), etc.) Bugfixes Fixed snackbar memory leak. Fixed textbox click area for wheels. Fixed viewport toolbars becoming opaque when the mouse is nearby while the side menu is open. Fixed "Inherit bend angles" affecting parts with no bendable axes. Fixed interface colors updating mid-frame. Fixed model scale snapping while snapping is disabled. Fixed model scale intensifying move gizmos. Fixed size of pivot tool gizmos changing based on shape offset values. Version 1.0.x:
    87 points
  24. 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...
    87 points
  25. 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!
    86 points
  26. Good news! The legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases: Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david Phase 2 (November): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1 and Minecraft 1.19 support Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible. Note: Back up your projects before installing, or install in a separate location! Now, without further delays... Get for Windows Get for Windows (.zip) Get for Mac Get for Ubuntu/Debian Get for Linux (.tar) Get for Windows 32-bit Get for Windows 32-bit (.zip) 2.0 Pre-release 4 (2022-07-29), changes: Changes Crushed some bugs Interface scale setting is no longer visible when the only option is 100% to avoid confusion 2.0 Pre-release 3 (2022-07-11), changes: Features Added support for 32-bit Windows systems Added tarball (.tar) download for various Linux distributions (Arch Linux, Fedora etc.) Changes Rendering now uses DirectX 11 for Windows, will give better framerates for users with AMD GPUs or integrated CPU graphics Objects completely out of view are no longer sent to the GPU for rendering, will give a speedup in certain situations Yet more bugs squashed Changed interface scale setting to use fixed values (100%, 200% or 300%) Canceling movie export no longer deletes the file Modelbench popup only shows up on Windows 2.0 Pre-release 2 (2022-06-13), changes: Features Interface scale setting for high DPI monitors in Settings>Interface (Automatic or custom scale) Render distance slider in Settings>Graphics Changes Squashed a lotta bugs Added a more accurate FPS counter Adjusted size of custom fonts in the UI Removed option to add block timelines when >500 timeline are available (will return as an option in the Resources tab in later pre-releases) 2.0 Pre-release 1 (2022-05-30), changes since 1.2.9: Features Mac OS support Linux support (Debian/Ubuntu) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snaps to the world until released Hold Shift while clicking “Create” to spawn at 0,0,0 Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements Shortcut button in toolbar After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator “Cancel” option when exiting the software via “X” Assets and files can be dropped into the software from the system file explorer Improvements Overall software performance improved by x3-5 Particle performance improved by roughly x10 Audio loading is now instant Scenery/.schematic importing up to x10 times faster, depending on CPU cores Optimized memory usage for 3D meshes, meaning bigger scenery can be imported Generated scenery 3D models are cached in the project folder, allowing instant loading (will generate in the background, may take a minute to appear) Project/resource loading stability improvements Program now runs in x64 mode using C++ Changes “Sunlight Strength” is now 100% by default (this setting may be removed in the future) Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing) New error message popup with direct links to log file and Mine-imator forums Log file moved to application folder Installation: Windows: Run the installer executable or extract the .zip archive before running. Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications. Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder: sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu. Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable. We hope you enjoy the 2.0 update, also please consider donating to help the project if you can! Donate to Mine-imator development ($5+ one-time or recurring) Cheers, David
    85 points
  27. Nimi

    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
    84 points
  28. david

    Evolution

    August 2012 August 2013 August 2014 Happy 2nd birthday, Mine-imator!
    84 points
  29. 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!
    83 points
  30. Hello everybody, hope you’re all doing well! Today, we’re very excited to announce that we're launching a big update for the Mine-imator Forums, with a beautiful new design, a revamped layout and a few extra features! In this post, we’ll cover all the changes we made, starting with...  A snazzy new look Gone are the dark blues and grays of days past! With this update, we’re introducing a brand new design, based on an updated version of Inventory, the design system that powers the user interface of Modelbench, and soon, Mine-imator. Featuring a rich, bright color palette, updated typography and icons, and a wider, more spacious layout, this slick new theme will bring a much needed modern makeover for the forums. I really hope you’ll enjoy it!  Join the dark side If you’re the kind of person who doesn’t like frying their retinas while browsing at night, don’t worry, we got you covered! The new theme comes with a built-in Dark Mode to make your reading experience a lot more comfortable when you need it. To enable it, simply click the moon icon on the top right of the page. The forums will automatically remember your choice, and you can disable it at any time, too!  Note that for this feature to work properly, any existing color formatting had to be removed from posts. This was necessary to prevent text with dark colors applied to it from being impossible to read for Dark Mode users.  News you can’t miss Unless you specifically follow the right forums, it can be easy to miss all the important new stuff we have to share with you. To help with that, we’re introducing Headlines, a new way of making announcements to the community. Headlines is a new feature on our homepage, allowing us to highlight any posts we want you to read, such as updates on the development of Mine-imator, important news regarding the forums, etc. This way, we can be sure you won’t have to worry about missing out on the latest juicy tidbits!  A bit of spring cleaning As part of this update, we’re also changing the way the forums are organized, to remove unnecessary clutter, and hopefully, make them easier to navigate. The Mine-imator and Modelbench forums are now part of the same category, bringing them closer together, and making sure that you can find everything you need in one place. As for the Minecraft and Off-topic categories, they’ve been merged into the Lounge, the new home of all the stuff that isn’t about Mine-imator. What used to be a dozen subforums now neatly fit within 4 forums, Random talk, Other creations, Minecraft discussion, and Forum games. Let us know what you think about this new setup!  And more! We’ve replaced the existing reactions with a new set of playful animations featuring our mascots Ashley and Jonathan, animated by @mbanders and myself. And for those moments where a mere upvote just doesn’t feel like it’s enough, we’re also adding a new “Love” reaction to the roster! Use it wisely! Moderators and members who have recently joined the forums will now display a badge next to their name in posts. User groups also have fancy icons next to their names! The number of won days and the number of questions you helped solve now display next to your posts, alongside your reputation points and your post count. The text editor has been updated with new icons and a few changes: Font and Size options were replaced with a Format option, letting you choose between three paragraph styles: Heading 1, Heading 2, and normal text. The text color option now uses the Inventory UI palette. While the selection is more limited, those new colors can automatically adapt for users that have Dark Mode enabled, ensuring high-contrast text no matter what background it’s being read against. The background color option also uses this new palette. It was tweaked to act like a highlighter tool, giving text a subtle background instead of a solid block of color. I’m very excited to start this new chapter of the Mine-imator Forums with all of you, and I hope you’ll enjoy it as much as I enjoyed working on it over the past few months. I’d also like to thank David, our trusty forum staff, and all our beta testers for helping me make this update possible. If you have any feedback or suggestions to make, be sure to leave a reply below! In the meantime, happy browsing, everyone! Take care. ✌
    82 points
  31. 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!)
    82 points
  32. 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!
    80 points
  33. 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
    79 points
  34. 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!
    79 points
  35. 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)
    78 points
  36. 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
    78 points
  37. david

    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?
    78 points
  38. idk if the title right or not, but I don't care... Hello, I'm Yanuar Mohendra a.k.a ShinyGHATTear (can't change the username). And this is Minecraft letters model(s). So, I made this for about a week, can't find a way to make it simpler. Just take a look for it. ~shuffle text preview : ~textures preview : DOWNLOAD if there's a problem with the model, please tell me. I'll glad to hear that. Updates : Updated expired/deleted previews Added some feature preview on the post Fixed "T" letter
    77 points
  39. Hello everyone! Today marks the 10th anniversary of Mine-imator, and with the second phase of 2.0 just around the corner in September with Pre-release 5, I've revealed 7 of the biggest features coming on our Twitter page. But just in case you haven't seen them, I'll show them below. These features have been in development since 1.2.6 was released and were originally going to be in Pre-release 1 but we decided to release the new engine and importer by itself first to get it stable in the first pre-releases. Now without further ado, the true potential of 2.0... A full view of 2.0's new interface system, Inventory Custom render settings in projects Bezier curves/custom transitions Paths (cool rollercoaster video) Anti-aliasing improvements Materials and reflections (+ PBR resource pack support) (video) Inverse Kinematics As you can see, with 2.0 being the last major update David and I have involvement in, I wanted to go out with a bang and cover as many bases as possible. We're still grinding out the last serious bugs before Pre-release 5 comes out (...with more bugs ), so I hope you're looking forward it, there's a lot to mess around with! However (since not many people are aware), volumetric fog/light rays will not be coming to Mine-imator, you can read more about that here. Now despite that, before I go, I want to say thank you for the support I've received recently and to everyone else that's donated to @david and I, we couldn't have made this update as legendary as it is without everyone's support. /Nimi
    77 points
  40. Skjold

    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
    77 points
  41. david

    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!
    76 points
  42. Salem

    Salem's vehicle rigs

    It's my first time writing a post on forum ZIL-131 Truck, with a civilian variant Dacia 1300 UAZ-469 Pickup truck from PUBG, Fog light and hardtop roof can be disabled. 1986 Fleetwood bounder RV Huey UH-1 Helicopter Those rigs were made only with mine-imator, so timeline and library can get kinda dirty and rigs might be unstable. Ford Crown Victoria LTD, with a police interceptor and taxi. For now, Ford Crown Victoria LTD is the only rig I've made with Modelbench. If you want to color it, please follow the instructions 1. Select those parts 2. Disable "Color" from hierarchy tab (right side) 3. Color it with RGB, HSB and MIX Download Link: http://www.mediafire.com/file/8ia61ab140wqafl/Salem%27s_Vehicle_Rigs_%282%29.zip/file Thanks for reading! + If you're looking for Ford Crown Victoria LTD / Pickup Truck, I recommend going here as I remade those.
    75 points
  43. Download the final 1.1.0 from here with the latest features and bugfixes:
    75 points
  44. 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.
    75 points
  45. (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!
    75 points
  46. 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!
    74 points
  47. 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
    74 points
  48. 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/
    73 points
  49. 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)
    72 points
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