Posts posted by Aisu Uchibi
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Being payed from 30$ to 60$ with cryptocurrencies per minute of animation made based on an opinion, and adding to that the task of making 3 minutes of animation per days ?
Well, that's just a dream, when I work on a basic animation with quality in mind, it takes me a day to make just 20s and it's a REALLY BASIC animation (someone sitting at a campfire) with a SIMPLE SOUND environment (fire, wind and 3 gunshots) and without counting the preparations (scenarios, dialogues, storyboarding, accessories, sceneries and other).
So, if we base this on my experience, for 3 minutes of SIMPLE quality animation, you would need at least a team of 9 animators (without counting modeler, artist, SFX creator, film editor, etc), and I don't think 9 peoples would like to work for a pay ranging from 3$ to 6$ per DAY (and maybe even less since there could be other peoples employed in the team).
Adding to that, cryptocurrencies are not stables as well as becoming less and less profitable, this salary could even go lower.
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On 4/14/2024 at 5:03 PM, Fover said:
noice
Thanks.
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I animated the last wallpaper I made because "Why not".
- rofrrrrrrrrrrrrr, Pickyduck14 and Fover
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On 4/6/2024 at 11:14 AM, Diamond Minecraft said:
Why does MIne imator 2 takes more time to export as compared to older versions? A 800 frame takes nearly an hour!
Because, in the older versions, they didn't use samples like other 3D animation software, the image was raw.
The sampling allow a better quality of images because it remake the same picture multiple time with more and more details.
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On 3/27/2024 at 6:39 PM, Fover said:
bro cooked
yeah, he cooked some horse meat.
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There is my participation in the "Drawing a blank" by @Pickyduck14.
mouth, cig and lighter are from the FC5 pack.
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On 3/22/2024 at 9:57 PM, Pickyduck14 said:
Alright! You can both add a random sentence and I will make a render of it. Make sure to make a render too!
A wanderer at night near a campfire.
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Endermen
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Yes we can.
You'll need to use the "Environment" and then add keyframes in the timeline.
- Pickyduck14 and TyGamer63
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On 2/13/2024 at 10:53 PM, Mr M3m3~Chan said:
yo they had 9:16 phone cameras back then
thats crazy bro...
yeah, kinda.
lazyness is a little bit strong sometime. X)
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And there is a new OC.
It's Michel, a Gallian Republic infantryman who was a cameraman before being drafted.
- Fover, Mr M3m3~Chan and rofrrrrrrrrrrrrr
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I see, you know Eltorro, the almighty GMOD animator.
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the .mimodel are made in and by Modelbench, while .miobject are made by mine-imator.
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On 1/7/2024 at 2:30 PM, FOXY TOONS said:
This is helpful
I'm glad to hear this.
On 1/7/2024 at 4:41 PM, Fover said:a new revolution
Do not tingle my french spirit. X)
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See you space cowboy ...
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In this post, I'll show you how to make a turret tracking (or a tracking system with multiple points of rotation), all the blocks placed in this tutorial are here to illustrate and are not necessary.
We'll open modelbench to start creating our turret, nothing is needed to be imported.
When opened, we will add 3 or 4 parts to the model :
- a first part I named "turret (don't move)" made to don't break the model and isolate our system
- a second part I named "y rotation" which will be the section tracking left and right (Y=0 obligatory) and parented to "turret (don't move)".
- a third part I named "y axis" which will set the axis (Y=-20, you are kinda free with thiw one as long as it's a negative value)
- a fourth part (optional) I named "turret base" parented to the "y rotation" and used just to add the blocks to decorate as well as changing the rotation more easily
The organisation without the "turret base" will look like this :
The different position and rotation of each new parts :
Everything is set and we can start to add the IK we will use to track on the Y axis, open the bend section of "y rotation".
Activate the "X axis" and leave the range and default angle as if.
Now, we'll go to the end of this section and put the part at "Lower", the "Joint offset" at -1 and the "Joint end" at 1. I choosed "Lower" because our axis is set lower and the "Joint" parameters at -1 and 1 to be sure to don't have weird things happening.
Our first axis is done, we can move to the second axis. For the Z axis, we will duplicate what we just made and modify how it's set in the Elements list.
- I added a part named "cannon" parented to "y rotation" and with a Z rotation at -90° and a Y position at 22 in our case
- "y axis" (I renamed "Z axis") will be parented to the "y rotation" with a X position at 40 in our case and a Y position at 22 (the same Y position used for the "cannon")
- "y rotation" (I renamed "Z rotation") will be parented to "cannon"
- "turret base" (I renamed "cannons" and still optional) is still parented to "Z rotation" and with a Y rotation at 90°
In the end, our entire Elements list will look like this :
The different position and rotation of each new parts :
With the different blocks I added, my turret prototype looke like this :
Legend :
Spoiler- white blocks = decorations
- black blocks = rotation
- purple blocks = axis
Now, we can save our model and it's done !!
Now come the part where I explain you how to use it in Mine-Imator 2.0.0, open MI and load your model in it with a cube or any other object, I used Steve here with a custom rotation point set at 12 (optional). Open the "y rotation" part we added earlier and the "Inverse kinematics" on the "CONSTRAINTS" section.
We'll then choose the thing we want to track, here Steve, so we set the "Target" on "y axis" to lock the bend and then we set "Angle target" on our Steve.
We repeat the same steps on the second axis. In the end the "Z rotation" will be set like this :
And now, you can play with it.
HAVE FUN TAKING DOWN THOSE PESKY LITTLE FLYING THINGS !!! :3
Little tip :
Spoilerset a positive angle offset on the turret axis, because of "real life physics" to make them more realistic.
A block set in front of the target can also works and you can be more free on the position, as well as having something visible.
Precision :
SpoilerThe "cannon" and "Z axis" parts can be set further to the front ( they need to share the same Y position) to simulate a ringed turret (like for a tank turret or a humvee MG turret).
- Fover, Pickyduck14, FOXY TOONS and 2 others
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On 12/25/2023 at 4:49 PM, Fover said:
how do you take this photo
I have a time machine.
:3
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On 12/24/2023 at 7:14 PM, Fover said:
christmas in 80's
Almost, it's in the 40's.
On 12/25/2023 at 12:50 AM, kazooha said:The Fairchild Republic A-10 Thunderbolt II is a single-seat, twin-turbofan, straight-wing, subsonic attack aircraft developed by Fairchild Republic for the United States Air Force (USAF). In service since 1976, it is named for the Republic P-47 Thunderbolt, but is commonly referred to as the "Warthog" or simply "Hog".
I don't think the A10 exists yet int the 40's, but the P-47 could be here.
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Merry christmas everyone !!
credits :
pine tree and mouth asset from TheCollieStalks
- Lorettanevy, Pickyduck14, Fox Miner and 3 others
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You can simulate it by adding a bending option on the hair.
But you will have to animate it, MI doesn't propose directional wind.
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On 11/28/2023 at 4:06 PM, Blitz Industrial said:
oh thank you, its really work. I just dont know what this thing for that
you're welcome.
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I'm looking for animators with good quality animations to join the team. ( $30-60 per minute)
in Team requests
Posted
Well, with my current job in retail, it's not possible for me, and I have a better pay with my current job.
X)