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Annie-Mienai

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Annie-Mienai last won the day on February 18 2021

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About Annie-Mienai

  • Rank
    Simple & Classic
    Newbie
  • Birthday 10/21/1998

Profile Information

  • Member Title
    Simple & Classic
  • Gender
    Not Telling
  • Location
    Chile
  • Interests
    - Graphic Design
    - Model Making (MB)
    - Develop Games
    - Edit Videos
  • Minecraft username
    AnnieMienai

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  1. It is a pity that this is the last version of Mine-Imator since this version promised "Volumetric rays" and "Volumetric fog" (things that I see that are not implemented) I also understand that they want to release this version as quickly as possible, to be involved in other projects. Thank you very much for everything Nimi and David
  2. I really feel that you two (Nimi and David) deserve a break. Mine-Imator has really grown a lot thanks to you guys. Likewise, I would like to thank the entire community that has used the program and has supported it with their donations and creations. and what I will say next is my opinion, but I think they should have presented this program to Mojang, I know Mojang is aware that this program exists, but I think they have been ignoring it a bit, I don't know, I think Mojang could have supported this program as they are doing with BlockBench. I believe that the development of this program would have been different. Likewise, it is very admirable that you have come so far with this program, the community is truly grateful. Good luck with your future plans.
  3. everything looks very cool. but I still feel that there are things that I think are missing. one is this topic of local and global position in objects: link and another topic would be (and I feel like it's still a topic of discussion for years) is the topic of "Bend in objects" (and I mean the bend as the bending of the arms and legs of the characters), I know that it's been here for a long time ( I was present) I know that a vote was made here between the "square bend" and the "soft bend" for version 0.7 of mine-imator and that in the end it was obtained in version 1.0.0. The point is that the "bend" Type applies to all objects that have it, and cannot be applied individually to each object. I think they should make the "bend" not be "global" but that each object has defined the type of "bend" that will be used in the project. In fact, in modelbench they could add the option of "type of bend" with the options "square" and "soft" to define it in the objects. Likewise, all the work they have done so far is appreciated. I will really look forward to this new version.
  4. I really get excited to know that Mine-Imator will be at C ++ Although I intrigue some things and are the following: Mine-Imator, Modelbench (because I imagine that will also go to C ++) and Wordimport will remain open source? What happened if instead of port the code, they would have re-done the program from 0 in C ++, there would have been any difference? It was just curiosity, I will also look forward to the updates. It's good that The Glorious David returns to the development of Mine-Imator after so much time.
  5. At first I must say, that I was hesitant to use this Mine-Imator Mod, but today I used it, and I really must say that they have done an excellent job. Experimenting a bit, it is possible to make volumetric clouds with the fog: I really hope you continue to give support this mod, or that Nimi (the current Mine-imator developer) can implement that you guys have achieved with this mod in a future version of Mine-Imator. Congratulations!!!
  6. it looks really cool! take your time to make it one of the best Mine-Imator upgrades of all time. But I am intrigued by something that is happening the same with Modelbench, and it is the issue of rotations. ModelBench in objects "Transformation" (axis of movement, rotation and scale) is based on the object (that is, they move according to the state of the object). Mine-Imator has had this system for many years. Is it possible that this system can change in "Transformation according to the object" and "Transformation according to Environment" in the new version that is coming? because it's a bit awkward to manipulate the rotation when the axes come together like this: the blue Axis disappears because it is below the green.
  7. I will give you an answer. if Mine-Imator were a 3D Engine Program, it wouldn't be the same as the "3 Big Boys" as you call them. Because? It is simple, Mine-Imator is only aimed at creating Minecraft animations, on the other hand other programs are to make 3D Animation of other styles, either, 3D Anime, Cartoon, ultra-realistic CGI, Simulations, etc. instead Mine-Imator (as Nimi pointed out years ago) will only be dedicated to Minecraft. There will be no polygon modeling and no editor for modeling and UV texturing. apart from only going to be compatible with Minecraft Material (.JSON). and there is another limitation that is to work with editors of "JavaScript" that minecraft has. just look that the Minecraft Resourse Packs are compatible with Mine-Imator, instead the "3 Big Boys" cannot. Likewise Mine-Imator if it improves over the years, you just have to be passive and wait, believe me I have been with Mine-Imator since 2013 (I was using version 0.6.2 at that time) and the evolution of the program has been very good. don't expect it to be a powerful animation program. see it as a program that focuses on a community of a game, and that follows the rules of that game. Mine-Imator 1.3.0 is quite promising aside, and Nimi deserves a lot of rest after that. so just be passive.
  8. I don't know why you ask for many things. Mine-Imator is free, apart from that, it is currently only developed by 1 person. and do you want it to compete against Blender or Maya? man... Although dreaming costs nothing, if you really want something advanced, you better learn to use Blender. There would have to be a person to help Nimi in the development, or a person to make Mine-Imator from 0 in another program with another programming language to make it more powerful. Although you do not believe it, there is a lot of work behind Mine-Imator that you are not valuating it, an Animation Editor made in GameMaker. And I don't know, to show your support for Mine-Imator and really improve it, you could at least donate something for the developer, that most of the things that he is doing is for the community.
  9. And what will happen to those users who do not have a 1080p screen? I use one that does not even reach that resolution, the idea is good, but you have to think about those users who do not have a screen equal to yours and who use a lower resolution. and I don't think it's a good idea to exclude them without that "advanced mode" you say, just for those with a higher resolution screen. and it is horrible to work with a small resolution, but there are people who only have that to work with.
  10. I haven't posted anything in the forums for months, this idea is mostly to animate sprites using planes shape. This feature is implemented for the "Items" that Mine-Imator uses: This feature is only available in Mine-Imator and not in Modelbench, what it does is animate the object so that it changes its texture according to the index (ID) of the spirtes sheet without having to load textures one by one. which facilitates animation by images. The idea is quite simple, make planes of Mine-Imator have the characteristic of defining their sprite sheet, similar to how it is implemented in the particle editor with the operation of animating the texture as the "Items". Now you will wonder, why the plans must have this characteristic if this can be done only with "Items"? the answer is simple, make this function be in Modelbench with the planes. so rigs can have custom and animated sprites across the timeline in a specific object. this will allow animating mouths, eyes, accessories, game sprites, among others, specifically for models with ".mimodel" format. an example would be the animations of the trailers of the versions of Minecraft.
  11. Simple solution: don't open or save your project on OneDrive to work. (leave your project on the hard drive, don't work in the cloud)
  12. I don't know about you, but it made me nostalgic to see a screenshot of the first version of the forums.
  13. I have added new models and fixed bugs in DotArray.
    so you can view and download them.

  14. I don't think you have read the subforum instructions again. To have your error reviewed you must publish one of the following things: The full error text/crash message As a screenshot or pasted directly into the topic. To upload an image, follow this guide: How to post an image Your Mine-imator log.txt file This file is found in C:/Users/yourNameHere/AppData/Roaming/Mine_imator and can be pasted inside a "Spoiler" or shared using a site like Pastebin Step by step instructions on how to recreate the bug In the form of a list, GIF or video. To post a video, simply upload it to YouTube and paste the link in your post. Your project file (if relevant) This will help tremendously with tracking down the issue. If your file is private, send it to a developer (like Nimi) in a forum message or via email. To upload a file, follow this guide: How to post a Mine-imator project if not, nobody can know what kind of error happened to you.
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