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  1. 67 points
    david

    Mine-imator 1.2.0 (pre-release)

    Download the final 1.2.0 from here with the latest features and bugfixes:
  2. 53 points
    Nimi

    Dev update #16: Where's Modelbench?

    Hello everyone! It's been a while since the last dev update. The last Modelbench beta update was released over a year now, so here's a dev update touching base with what's going on. To begin with, Modelbench as a whole is in the middle of being remade from scratch, starting from May. Here are some reasons as to why I've decided to remake it: Source code was a mess... Originally, Modelbench was developed (in a rush, no less) to create resources for Mine-imator updates. It wasn't designed as a tool for the community. This had a pretty big effect on how everything was set up internally, and cleaning it up would require going through every bit of what I made, which would be time-consuming. Combined with how new I was to programming at the time with poorly written code everywhere, remaking it from scratch sounded faster than tediously rewriting syntax and restructuring most of the source. Open source! When I eventually leave as a Mine-imator developer, I don't want to keep Modelbench's code to myself. Especially if modders (or future developers) want to add new model features. Previously, I wouldn't consider making Modelbench open source, but I've changed my mind now since it'll be set up better this time around. Modelbench will be open-sourced when 1.0 launches. Since Mine-imator 1.2.4, I've been devoting almost all my development time on solely Modelbench to make it the best it can be, and promptly. This remake has also allowed Voxy to revise some design choices, making for a better modeling experience as a whole. While I still don't have a release window for when the next version will be made public, this remake is being developed much faster than Modelbench was previously. That's all the news I have for now concerning Modelbench, I hope this could answer some questions as to what I've been up to lately. I'll be showing off some of the new exciting features soon, so stay tuned! In the meantime, here's a teaser to keep you waiting!
  3. 52 points
    SKIBBZ

    Rough Landing (Animation)

    So I had a spark of motivation out of nowhere to animate this. This took about 6 hours straight to animate! The animation was also 98% linear besides the camera work. If you guys wanna check out the project for yourselves you can download it below. Note: I removed the particles you see in the animation because it was a lag-fest so I'm sparing your sanity if you wanna take a peek at the keyframe work behind this animation! Click me if you wanna see a VFX comparison. (It's nothing much, but I tell you what I used in post editing if you're curious.) !! Requires MI 1.2.2 !! [Download Project Here]
  4. 49 points
    Greetings forumers! I don't post here much nowadays unfortunately but I've decided to share some changes I've made to the Mine-imator site and Twitter which you may find exciting. Showcase First off, the official download page (at www.mineimator.com) has been given a gallery to display the most-repped animations posted on the forums. You can check out the full showcase containing both the top animations and art here www.mineimator.com/showcase. The showcase is updated weekly and to get a chance for your animations/art to be picked it must be posted in the correct subforum in Mine-imator Creations: Narrative Animations, Random/Test animations and Music Videos for animations, with an embedded Youtube video Wallpapers and art for art, with an embedded image Maybe this will give you some motivation to sharpen your skills in Mine-imator and aim to join the greats in the showcase? #MineimatorMonday On top of this, the official Mine-imator Twitter is now set up to automatically tweet the top 3 most-repped animations from the last week, every Monday with the #MineimatorMonday hashtag. You may have noticed the tweet from this Monday, if not you should probably follow the account. To apply to be nominated, see the rules for showcase animations above. I hope these new features inspire you to keep creating great animations and art, as well as more easily access the best Mine-imator content created over the years! Also don't forget to vote the creations you like on the forums! Peace.
  5. 47 points
    RandomJeremy

    Random Renders #4

    howdy yes im back from the dead i been making some render recently and i want to show you guys it [my english is bad so yeah, bear with me] First Render: "Childhood" Second Render: "Subway Train" Third Render: "Tired" Fourth Render: "All nighter" Yeah that about it Critcism are very much welcome If you like my render, remember to HiT THat LiKe AnD sUbSCriBE BuTTOn For MOre OrigINAL ContENT i mean hit upvotes and share them to your friend [with credits ofcourse] ily you all no homo < 3
  6. 47 points
    david

    Dev update #14: Moving on

    Hello animators! This will be my final dev update topic, as the previous main developer of Mine-imator, to give you all an idea of what I’m currently up to and give a well-deserved shout-out to the efforts of the current Mine-imator team: @Nimi, the new lead coder, has proven himself beyond capable of thinking up and implementing some very impressive and long-awaited features (like glow, bloom and various camera effects found in 1.2.0, not to mention a fully functional model creator), so Mine-imator is definitely in good hands! @Voxy, for designing a deliciously handsome interface for Modelbench and who also have some plans for the future look of the site and forums Also a shout-out to @AnxiousCynic for his excellent tutorial video series for beginners (now reachable with a button in the program) and our beta testers! Great job guys! Since we're looking for new coders, don’t hesitate to reach out and drop me a PM/email if you are interested in joining the development team, given that you have a passion for programming and a desire to make Mine-imator better! In this case, please also send your portfolio and/or examples of previous programming/scripting you've done. As for me, I will still be available for server administration tasks, i.e. keeping the Mine-imator site and forums alive and keeping an eye on the moderators, as well as helping out with some of the more technical back-end aspects of new releases. This means that site/forum related inquiries should still be sent to me, but not Mine-imator suggestions, since I’m no longer developing new features. If someone is misbehaving, you should still contact a moderator, since I will not be checking the content on the forums/Discord server as often. Now, keep an eye out for future non-Minecraft projects from me! For instance, I’m currently working on two wacky hand-drawn music videos, largely taking place in the sky. You can see some WIP material below. More teasers coming... eventually. I’m also exploring some concepts for a sequel to Mine-imator (with a more generic environment rather than limited to Minecraft), an idea which has floated around for a few years. You will find my stuff on my Twitter, Youtube channel and of course my website (which has an overdue update coming as well…). Keep on animating and making awesome stuff! / David
  7. 46 points
    Hey everyone, the Advanced Character Model Version 3 is finished! ! Import the .miproject ! Features: -Smooth and Sharp bends -Controllers, for that Blender/C4D feel (Not fake, they actually work) -Full body auto 3D second layers -Skin friendly, no skin editing required, just apply your skin and it works -Auto texture fingers (only for steve) Overview: Auto 3D extrusions: Full: Legs: Body and arms: Head: Fingers: Trailer animation by Hozq: That's all, hope you guys like it. (Contains both Steve and Alex) Download link: http://www.mediafire.com/file/8s9rdd76pkkuk67/ACMV3.ZIP/file ! You don't need to credit me, but it would be appreciated !
  8. 42 points
    SKIBBZ

    Shooting Star (Wallpaper)

    This wallpaper was heavily inspired by 9redwoods' "Small Wallpaper Dump" post. This one in particular. Fun fact: I was going to make a time-lapse video for this, but I only recorded the progress in Mine-Imator so for the last hour or so it was recording a black screen while I was in Photoshop. Nice. Un-edited
  9. 41 points
    is it done? well yes, but actually no. i'll make video of how to use this rig on saturday, maybe here are the previews : download? here :
  10. 40 points
    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 : I forgot to tell you guys if you can rotate the "A" letter to get the creeper face on it, and you can rotate the up/bottom side of it for fix the gradient : next to do : MC sub letters, minecraft five font. if there's a problem with the model, please tell me. I'll glad to hear that. update: - Added some feature preview on the post - Fixed "T" letter
  11. 40 points
    The "FBI Raid" scene mostly a reference from one of the RackaRacka's videos “How to Smokebomb a Party”: https://www.youtube.com/watch?v=c46_i... . Because it was funny (and it was one of the videos on YouTube that shows the "FBI open up" scene thing), and then I was thinking if I remake the scene in Minecraft animation. It was pretty good, but the original RackaRacka's version was better though. btw I need a better title for this video, like something cool, suitable, or a title that makes YouTube Viewers more interested (or maybe not a clickbait title) And Don't Forget to Like if You Enjoy and Subscribe for More Videos Have a Nice Day
  12. 40 points
    Voxy

    Water Fresnel Experiment

    This is a render based on @YoGames Studios's incredible technique of creating accurate reflections, but with a little improvement: a Fresnel effect, where the reflection becomes stronger when reaching grazing angles, just like in real life. Water depth rig by @Keep on Chucking
  13. 40 points
    12bly

    Life in a Cave

    I took a break for 1 year and now I'm trying to retain my skills from going anywhere lul by the way, it's not edited.
  14. 38 points
    Nimi

    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:
  15. 38 points
    The Tan James

    R E A L I T Y - Concept 6

    Who will be the last one standing. Ladies and gentlemen, I present The best one I've made Reality Concept 6
  16. 37 points
    Deep within the abandoned Aperture facility, before The Great Reconstruction, thousands of test chambers had fallen into disarray. With no human test subjects around, the testing elements that were left behind went unused for centuries, including the humble Companion Cubes. Most of them shut down long ago, their fragile power sources failing at some point or another. Some, however, have managed to keep running for far longer than ever thought possible, still clinging to hope that they'll find a companion some day... Download for the Normal/Companion cube model: https://drive.google.com/open?id=1X-QPojJQ8V7uZ7QOk2BFSJ-UgXfOQHAG (Careful, it can be a bit laggy)
  17. 37 points
    9redwoods

    Street Cat [4K cinematic]

    100% MI Speed art: Have a good day! Criticism is as always appreciated. (LD vehicle pack by my friend Ghatos)
  18. 36 points
    Hello, Prismatic Spirit here! So I've been into Beat Saber lately and now I want that game really bad, it has gotten into me so much that I spent a week making this render of my character Samson cutting to the rhythm of the song. 21:9, 1440p Ultrawide 2019-05-18 Created by Prismatic Spirit Credits to SoundsDotZip for providing us with ACM V3, giving me a 3D model of Samson's hair, Hozq for giving his a lens flare pack. took me nearly a week to get him on time tjiuwersvhndfsiujexgdfbvfc CRITIQUE IS ALWAYS APPRECIATED! BY USING YOUR SUPPORT, I CAN MAKE BETTER RENDERS THAN MY OLDER ONES!
  19. 36 points
    9redwoods

    Portland [2K]

    Here the puddle isnt good but i tried my best. dont look too hard at it and it wont ruin the wallpaper for you. Unedited: Criticism is appreciated. I'll see you all later!
  20. 36 points
    9redwoods

    Out to Eat [4K Cinematic]

    Hey guys. Foxtrot gave me this base idea and I build off of this. I bring you today... Out to Eat. EVERYONE from left to right: @Foxtrot0806 @KaryuGraphics @MikTRF @EmberWing @Fray @GamingQuick @ThatRobloxerGamerYT @Hagus @9redwoods @Hozq @Dr. Nexil Additional people scattered around the scene in various ways: @TheJeweledWolf @Ethanial Thanks to Karyu for help on the lighting. I hope you enjoy this, and as always, criticism is welcome! Have a great day.
  21. 35 points
    Hi everyone, this is the Advanced Character Model Version 2.0! !Import the .miproject file! Here's the full view Sharp + Smooth bends Fully smooth body bend It has controllers, which move the body and disappear when rendering Now with the Alex version as well Credit goes to RandomJeremy for the render RandomJeremy's showcase animation: How to make it work with your skin: Steve Alex Steve Download: http://www.mediafire.com/file/d4ptdxiixi3uok7/ACMV2.0.zip/file Alex Download: http://www.mediafire.com/file/3s2304cbgjyv9yh/Advanced+Character+Model+V2+alex.zip !Import the .miproject file! !You don't need to give credit, but it would be very appreciated!
  22. 35 points
    TheCollieStalks

    Bus Prank

    Credit to @Dawid24M for the bus model (the model was really easy and fun to work with!) Credit to @Ghatos for these nice low detail vehicles driving in the background (the model was exactly what I was looking for, with lots of variations and fits nicely on this city road!)
  23. 34 points
    SKIBBZ

    L I L Y - Origins (Animation)

    Real OG's remember these nerds
  24. 33 points
    9redwoods

    2D Taiga

  25. 33 points
    Ghatos

    Low detail vehicle pack

    Dear mine-imator users, I've finally finished the low detail vehicle pack! here's the vehicles: Also, you can change the color: And here's the best: you don't need to credit me! ;D (but still, I would appreciate it c:) Download it by clicking on that smile over here: c:
  26. 33 points
    So I Haven't Online For Like, 1 Year Because Animating Stuff,Sorry For That, But Anyways, In The Last Post I Said I Will Make Onstrein Rig From Dark Souls,But I'm Too Lazy For That So I Made This,Which Is More Harder Than That But Unlike My Previous Rig ThisOnly Took Me 4 Days To Make This Download: https://www.mediafire.com/file/3lbmgb0yc3vto46/Bone_Dragon_Knight.rar/file https://www.mediafire.com/file/3lbmgb0yc3vto46/Bone_Dragon_Knight.rar/file Pict (No Pict No Click Right?) : UPDATED VERSION: -New Sword -Added Cape -New Shoes -Spaudler (Some Kind Of Shoulder Armor) -Updated Fingers -New Belt -Eye Changed To Red (And I Also Make It Glow ) -Mouth (It's Not A Helmet btw It's His Head) Download: https://www.mediafire.com/file/8bayb6a1jv94rox/Berseker_Zake.rar/file Pict: Credit (Of Course): Thanks Baren9789For The Junggernaut Rig (I Use That For The Legs And Arms) His Link: https://www.mineimatorforums.com/index.php?/profile/34961-baren9789/ Last Update: New: Caped Changed To Red New Belts (Back To The 1st One) New Pants New Spaudler New Gloves Download: https://www.mediafire.com/file/qjcxaca0oe2nb5p/Doom_Blade.rar/file SpeedRender:
  27. 33 points
    mbanders

    Some Room (Wallpaper)

    very creative title
  28. 33 points
    Hello everyone, and to kick things off, happy holidays! This year has undoubtedly been a big year for Mine-imator, David, and myself. Starting off with the public beta release of Modelbench in the spring, and topping off with the much anticipated 1.2.0 update! Along with the transition of the lead developer from being the glorious David over to myself as of recently. Now there are some things I'd like to address since my last dev update in July: College Since August, I've been enrolled in a technical college, trying to go for an Associate in Applied Science degree in these next couple years. Despite only being two years, it'll still require a bit of time and focus to get through the course. Motivation/Stress Being the only current developer working on both Mine-imator and Modelbench, while also being enrolled in college and keeping up with personal responsibilities is no easy task by any means. Programming Modelbench and Mine-imator (including mods I've made) for roughly over 2 years without any sort of hiatus has been pretty tiring. With that said, please understand that development on Mine-imator will not be up to par like it has been in prior years. (Though this may be subject to change with another developer... )  Now of course, Modelbench as a whole nor most of 1.2 would be possible if David didn't teach me the ins and outs of developing Mine-imator code throughout 2016 and up until I became the lead developer. He was a big help in my journey in becoming a better and more professional developer, and if given the chance, I would like to collaborate with him more in the future if possible whenever it's my time to move on from Mine-imator. So with 2018 setting on the horizon, what's to expect in 2019? Well... Improved bending and fixed 3D planes!? More details to come next year, still being experimented with at the moment. Modelbench 1.0's release Mine-imator 1.3 to begin development Anyways, with 2018 soon to be wrapped up, it's now time to get hyped for what's in store in 2019! So once again, Happy holidays!
  29. 32 points
    PigmanMovie

    Enviromental Props Pack

    Hello, and welcome to the Environmental Props Pack this is both a rigs and a models pack, this rig in its current state is abit limited, but this rig will still be updated What do we have in the pack currently? if there is a green text, that mean you can just customize it with just one click using 16x16 texture if there is a Yellow text, that mean you can modify it, but you need some extra editing Rock and Pebbles: Spike: some self-made Flower: Logs: A Tree Swing suggested by @SharpWind: Foods! (W.I.P): Texture Presets (24 Textures): Preview of the Final Product: most of this models focus around rocks but the next update will be focusing on improving the overworld and indoor stuff Download Click me i'm also open to community suggestion, so suggest me any models that (for you) improve your scene so that i will try to recreate what you suggest and if you find any problem/bug, report it in DM or in this topic comment That's its bye
  30. 32 points
    'sup. My last post was "Mo Creature Pack (Not Complete (But it happens.))" Wow. Time goes fast.. (Nop I'm just ultra lazy.) So, here it is in complete pack. Well.. not exactly. I have 2 or 3 mobs, 4 armor and almost all items. But we can consider the mobs as finished. (Not to hit me plz ;-;) I will update this post to add the new models. I am French and bad in English so if there are translation errors, please let me know. There are eyes and a mouth for (almost) all mobs, except insects. Ant (Bendable antena and Legs) : Bee (Bendable Legs and Wings) : DragonFly (Bendable Legs, "Tail" and Wings ; Multiple Skins) : FireFly (Bendable Legs, antena and Wings) : Fly (Bendable Legs and Wings) : Roach (Bendable antena and Wings) : Snail (Bendable Eye) : Cricket (Bendable Leg and antena) : ButterFly (Bendable Leg and Wings) : Maggot (Bendable) : BC (That's his name. This corresponds to the tiger, lion, panther ...) (Bendable tail and ear ; Multiple Skin) : Ent/Birch Ent (Extruded ; Eyes for the little monster in the Oak Ent ; Bloom effect for eyes) : Bird (Bendable Tail and leg ; Multiple Skin) : Boar (Bendable Ear and Tail ; 2 Skin) : Bunny (Bendable Ear and Mustache ; Multiple Skin) : Cat (Bendable Ear and Tail ; Multiple Skin) : Crab (Multiple Skin) : Crocodile (Bendable tail) : Deer (Bendable tail and Staghorns ; 3 skin) : Dolphin (Bendable "tail" ; Multiple skin) : Duck. Fox (Bendable tail and Ears ; Multiple skin) : Goat (Bendable tail and Ears ; Multiple skin (change the skin for Male/Female with horns/Female)) : KomodoDragon (Bendable tail and Tongue) : MiniGolem (Don't need to change the texture for Red or blue.) : Mouse and Rat (Bendable Ears, tail and mustache) : Raccon (Bendable Ears and tail) : Ray and Stingray : Scorpion (Bendable Tail ; Babies ; Multiple Skin) : Shark (Bendable) : SilverSkeleton /!\ Can lag when you bend the arms and legs /!\ : Turkeys (Male/Female ; Bendable Tail) : Turtle (Bendable Tail and... Ninja Turtles.) : WereWolf (Bendable Ears and Tail ; Multiple Skin) : WWolf (Bendable Ears and Tail ; Multiple Skin) : Marine animals (Bendable ; Multiple Skin) : Ogres (Head Customisable) : And there are some left. Items (That there is for now...) Armors (That there is for now...) /!\ Open the .miobject or .miproject file if there is one. /!\ Please, give credit if used. If there are bugs, please contact me. Click me to download :3 [32 MB] Bye ;3
  31. 31 points
    Hello! Long time I haven't posted something. Well, I've been busy with a rig I've promised I would be releasing to the public. And here you have it! I present to you, Cherno Alpha, my favourite mech design from the movie Pacific Rim. An absolute beast, lots of details to play around with it. It includes various animatable mechanisms throughout his body, as well as 54 rotation points (yes I've counted them) to make sure you can give it literally any pose you want with maximum precision. Mind you that as a consequence of this, it's very hard to use. The timeline is a mess but I've organized it in the most comprehensible/user friendly way I could. If you attempt to use it then I assume you're gonna have a hard time at first but eventually you can get the job done. DETAILS SHOWCASE: ===================================================================================================================================== Now you may be wondering, is it even possible to animate this thing in MI? And yes, it is, just with a bit of lag. Put it on maximum quality for best viewing experience. Enjoy. CLICK HERE TO DOWLOAD! (108.28 KB) Make sure to read the text inside the .zip file. Enjoy the rig!
  32. 30 points
    a new rig pack by me, YM Hello, Yanuar Mohendra here. And this time I'm proudly present to you my latest creation, Mine-Imator: Dungeons RigPack! ...v1 thanks to @Ian_The_One for helping me on making this rig pack ... (the cobweb texture that you've given to me isn't in this rigpack archive cuz i've uploaded it to mediafire before you gave it) This rig pack is actually not done yet, but it's enough for you guys to use it. I'll update the rig pack whenever I've made a new mc:d stuff. Also, I will add "how to use some rig" here in this post tomorrow, so don't forget to follow this post! So what's on this rig pack? There are some mobs that appear in the mc:d gameplay reveal trailer, the character menu gui and two modelbench creation block that's cobweb and 3d book. The mobs that included in this rigpack: - Redstone Monstrosity - Key Golem - Arch-Illager - The Nameless One - The Blue Thing (it's a made up name) - Ghost (don't have a name yet) - Skeleton Vanguard - Illager custom model I also made a better foliage alike leaves block model for use. You can find how to use it on this post, but the difference is it's just need to copy the .json model to MI data folder. And I also upload a mc:d fiery forge resource pack I've made that's actually not done, so stay tune on this post for the next update. You should copy the .json models from this resource pack just like the leaves model does. You can dowload the rigpack now here: download resource packs: made by. Yanuar Mohendra
  33. 30 points
    Ethanial

    Beach

  34. 30 points
    SKIBBZ

    SFR V.6 (Facial Rig)

    Here, have another update for that one face rig. This rigs intention is for overly expressive facial expressions but can also be used normally, too. The gif below provides some examples of overly exaggerated faces that you can make with the face rig. > Download Here < *For MI 1.2.1 or above* (if updates don't break the rig)
  35. 30 points
    9redwoods

    Clikc

  36. 30 points
    Nimi

    Running and punching

    Made a running cycle loop and a punch. Haven't animated actual movement like this for some years. (Also, excuse any model bending issues, these animations were made in 1.2.1. Also please try to keep replies relevant to this topic.)
  37. 30 points
    Hellooo, A while ago I did the Mutant Creature Complete Pack, and right after that I started doing the same thing for the Mod Mo'creatures. It is not complete! The complette version arrives! (It's a long to make. Very long (At the same time I'm lazy ;-;)) So it's just kind of a preview of the pack. I hope that pleases you. (There's no gif just pictures in contrary to my first pack, I would do gif explaining everything for the complete pack) /!\ It is possible that it has problems of size and rotation ! This will be fix in the full version. /!\ Ant : Bears : Bee : Bird : Boar (Bendable ear, Mane affected by wind) : Bunny : Butterfly : Cat (Mouth, Bendable ear) : Crab : Cricket : Crocodile : Deer : Dolphin : Duck... Ent (Full eyes (also for the little monster in the Oak Ent), Bloom effect for eyes) : /!\ Open the .miproject not the .mimodel /!\ Fly : Fox : Goat (Change the skin for : Male, Female or Female with horns) : Maggot : Mantaray (Fully Bendable fin) : MiniGolem (Don't need to change the texture for Red or blue.) : Mole : Mouse and Rat : Raccon (Mouth, bendable ear) : Scorpion (Fully bendable "tail", babies) : Shark (Head buged but fixed for you (If it's not fixed, change the texture.)) : SliverSkeleton (3D Armor, 3D bones (body), 3D SilverSword) : /!\ Can lag /!\ Snail. Turkey (Male and Female, Mouth, Bendable tail) : And Turtle (Mouth) : ... I hope that I have pretty well show what's with the pictures ... 3D SliverSword : If there are any bugs or errors in translations (I am French and bad in English ;-;) Please tell me! In the full pack I will try to : If there are bugs with the textures, try to reload them in texture/model Or contact me Download !! Please, give credit if used. Click me :3
  38. 29 points
    9redwoods

    2D Desert

  39. 29 points
    Well, that's a long nice sleep. Better upload some videos again The idea of the video appeared when I was playing "The Sims" (I've got like The Sims 3 & 4 already), and I thought "what if the logic/mechanism of The Sims was combined into Minecraft? something terrible happens, i think" and then this video was born. Thanks for “The 3D Armor rig” by AnxiousCynic: https://drive.google.com/file/d/0B4cnV8KDi11FSnF4YXpXdjBLMlE/view
  40. 29 points
    SKIBBZ

    Steve has an important message

    Yeah this didn't exactly turn out the way I was expecting it to. I had a lot of fun making it though Edit: Here's a gif to show how much editing I did. All I really did was add Gaussian blur, edge blur, RSMB (motion blur) and radial blur where needed with a mask. Rest was done in MI
  41. 29 points
    PigmanMovie

    Sharing at the Medieval Era (2k)

    hey, so I got an idea 3 days ago to make an interior scene out of references image I found on google image took me 2 days to make it also at the bottom of this post, I will have a little challenge for you guys to try out for fun you don't have to join but it will help you References Image: Credit: Thanks to @Allemn for the chair rig Resource pack that I use: https://resourcepack.net/mizunos-16-craft-resource-pack/ a little challenge for you: anyway last message bye
  42. 28 points
    This is a test for a physic translation tool that is supposed to seamlessly translate a baked rigid body animation from Blender to Mine-imator, but it currently only works with not textured spheres (because you can't tell that they don't rotate).
  43. 28 points
    PigmanMovie

    Birch Forest (2k)

    hey! so the trees that were used in this render is a tree that I made for the Environmental Props Pack Industrial and Indoor Update idk when the update will came out but, hopefully soon. bye
  44. 28 points
    Hozq

    Never dig straight down

    gonna post this here for 9 rep i put around 4/10 efforts into this i really don't like this wallpaper lol
  45. 28 points
    ShinyGHASTTear

    Minecraft Logo

    Just like what the title said Preview: nothing to explain, lol download button below: btw, I haven't test it on Mine-Imator yet, so if there's a problem you know what to do v: It's ok if you don't credit me for this (better to do v:), just don't claim that you made this also, I made a logo/title for animation I want to make.. This one is private tho, I just showing it here
  46. 28 points
    mbanders

    The Apartment Collab

    The Apartment Collab! Thank you for your participation. Archive:
  47. 27 points
    Supah.exe

    FNAS Lightroom Renders

    Hello forums! I'm back again. Just gonna drop these here and be on my way.
  48. 27 points
    Hagus

    Mexican Standoff

    It's finally here! The amazing, most anticipated animation of the day, Mexican Standoff! This took a while Thanks to @Foxtrot0806for doing the lighting and camera work! (Oh btw when transferring the files between each other some things got messed up for some reason, so if there are little glitches/mistakes, blame it on the files not transferring correctly)
  49. 27 points
    Ghatos

    Road pack v2

    Hey! ? I've finished the road pack v2! check this out: - New types of roads! - Signs, traffic lights, and more! Here's a cool thing you can do with: ( the cars are part of the low detail vehicle pack ) A few useful tips about the roads: Meanings of the textures and miobjects names: But here's a default with the streets roads: they aren't in 3D ?: Download
  50. 27 points
    Hello guis I haven't actually been active enough to know who still roams these forums and who doesnt, so i'm just going to quickly reintroduce myself to those who don't know me (For those who do, skip over the Verdana font) My name is Cade, many know me as TheTanJames or CaZaKoJa, the creator of the R E A L I T Y series (which is a bit of a curse in many ways lmao). I've been animating since the MI 0.4 days, and I was one of the founding members of a failed team called Amination Squad which included myself and many other close friends of mine (SKIBBZ, Vash0110, UpgradedMoon, Fosni, Cryotivity etc.) Of this group of friends, i'm currently the only one still making Mine-imator animations (aside from Moon who uses it sparsely for intros and whatnot). I've been inactive for quite some time and this post is just explaining why I was and what is going to be happening. Now many of the people who have kept in touch with me and my channel know that I have a very nasty pattern of saying i'm making progress then going totally inactive for many months. This is mainly due to my graduated life. Currently, I still live with my parents as I'm trying to find some stable work in the film industry but in exchange I pay them 800$ a month for room and board (i'm basically paying rent) I have 2 jobs, looking for a 3rd, and tried getting into film school before backing out after realizing its a terrible investment. The past year has been pretty hectic. July of 2017 I got a girlfriend and we spent about 80% of our time together and lasted 10 months before I broke up with her due to incompatible traits (that had bothered me for 4 months). I spend most of my time attempting to build a portfolio for film, spending time with my family and friends and occasionally playing a video game to relax. Being 100% honest, I've had a lot of time to spare for animating, my only issue is the rate at which I can actually focus on it and get stuff done that's good. Attempting to finish Concept 6 is a large hurdle for me since I've been stumped on the same location for quite some time with little to no idea of how to get forward. (I know how the rest of it is going to play out, its the 15 seconds between where I am and where the scene continues that I don't know how to fill in). Animating has always been a bit of a hobby more than a career to me, and practising filmmaking only hardened that idea more. So in the process, I've kind of killed my skill for animation altogether, which sucks because I'm not cancelling Reality by any means (since I have a promise from beyond the grave resting on it) But it makes it much harder to continue. Basically what this post is trying to say, is mainly sorry to anyone who's wondered what's going on and has been pretty damn patient with my lack of effort in the channel. Concept 6 is without a doubt the biggest one yet as I'm doing my best to prioritize my imagination over the animation (which has previously been reversed, I used to adapt ideas to my skills, now I'm going to try and push myself immensely). The quality of it should mimic, if not exceed that of the 5th one and the time should clock in at about 15+ minutes. typically each concept is split into 3 acts, 1. A Beginning village sequence (Averaging about 1:30) 2. A fight sequence in the dream (Averaging about 4+ minutes) 3. An ending village sequence (averaging about 1:30) Concept 6 is much longer in a different sense, based on each song/soundtrack I use, the length of each act is as follows, 1. 5:30 2. 4:30 3. 5:00 So yeah, it's long. The reason for its length is because this Concept is the last one to be a standalone episode. The rest of them are released together along with remastered concepts 1 - 6. Essentially, concept 6 is a finale to the series, and then 7, 8 and 9 are the GRAND finales to the story in general. Think of them as free EA expansions that actually have to do with the main story. So anyways that's all I really have to say. Now excuse me while I go play Spiderman PS4. See ya Pals
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