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Annie-Mienai

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Everything posted by Annie-Mienai

  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.
  15. Does anyone know if Tables can be inserted in a post?

  16. Why wrong subforum? this could perfectly fall into the Random category or as the description of this subforum says: "Tech tests of the features of Mine-imator, or other random nonsensical creations." it is self explanatory.
  17. Hello everyone, these are some suggestions that I came up with yesterday. the ideas are a little crazy, it is likely that they will never be in Modelbench. but was looking forward to sharing these ideas with you anyway. Change of interface and new way to modeling I know that many of you like the current interface of Modelbench, I must also say it, I also like it, but I find that the space that was designated to the tools is very wasted. The Current "Modeling" and "Render" tabs occupy an unnecessary section of the interface, taking up a lot of space. Why can't the tools be hosted there, instead of the modeling workspace itself? I know that the current ModelBench interface is focusing more on aesthetics and not on productivity. (there are programs that do not focus much on your appearance, and are still used for your productivity) and I think things like this should not happen: (I don't know if it's a bug or not, my screen resolution is very small and it makes the toolbars are one on top of the other.) removing the tools in the modeling workspace allows for a better workflow, but what about the "Modeling" and "Render" button? don't worry, here is a simpler solution. The button with a circle with an R, stands for "Render", it is a more simplified way to put this option next to the preview options. Obviously, if someone accidentally pressed the button, a window should appear saying: Do you want to render the current view? and option of yes or no, for those people and computers with low resources that generates lag when rendering a preview, and avoid that annoyance. More navigation options how the "Walk Navigation" option was added these options with for a more specific navigation. The magnifying glass is a tool that would zoom when its button is pressed and drag the mouse with the left click pressed. The arrows in +, is to move the camera by pressing its button and keeping the left click to move the camera. Finally, the circle arrows, is to rotate the camera with the same previous method. (the up and down arrows is an option that I will explain later) See Y axis I know it is necessary, but it is necessary for another type of workflow that I will explain later. This axis represents the height in the work area, it would be an option to see it or not, in case you do not want to see it, it can be easily disabled to only work with the typical X and Z axes. More than 1 view of work I know what they are thinking, and say it is impossible, but I wanted to suggest it anyway. the movement of removing tools in the workspace leaves more freedom. Thanks to these tabs, multiple workspace may be possible, since the tools will be at the top of the program. I will explain each of the tools in the image. selects the type of camera view from one of the selected view. ---------------------------- Select the organization of views of the workspace, such as using 1 space, 2, 3 or 4, and the organization of them. ---------------------------- This option from the toolbar. this is to configure each of the previews for each workspace view. you already know such as: Main view: have only wind and no Ambient Occlusion Second view: lighning and Ambient Occlusion and so with all the views. or that all views have a single configuration. And obviously, this is where the Render button comes in. to render a specific view. (I don't think I can render all views at once) ---------------------------- Finally, the button with the 2 arrows (the first one with up and down arrows) This button is to synchronize the view with another that has the same option activated. For example, if I work in the main view and move my camera, the other views will not move, but if a view (such as number 3) has synchronization, when I move my camera in the main view, view number 3 It will depending on the type of view you have (because remember that you have the types of camera view). ---------------------------- More options for the UV panel. As you know, the UV panel is very important to make the models, it establishes the texture of the model, and specifies the size of each cube and object used. the bad thing is that this panel will only open at the bottom of the program (there is no way to move it from there). There is also no option to put it in another place to be more comfortable, so here is an option to fix this problem. I think the image explains it by itself, but it would still be a pleasure to see these options for the UV panel. Well, that would be all, remember that these are only suggestions and that I do not demand anything, it is only a demonstration to see how Modelbench would be with these characteristics and if you like them or not. (It really was hard for me to do all this montage, but more than anything it is just to express my ideas) (and sorry for my bad english ..) What do you think?
  18. MediaFire or 4shared?
    I was thinking of changing my download servers, but I would like to know your opinion, which one is more comfortable for you.

    1. __Mine__

      __Mine__

      MediaFire.

      It's much more well-known and is widely used by a majority of the community.

    2. tditdatdwt

      tditdatdwt

      4shared? Bruh is this 2011

  19. I think that in the current version of Mine-Imator you can already do that effect with the "Lens dirt" camera option. just find or create a transparent lens flare texture, and set it as a texture in the "Lens dirt" option. you can animate it frame by frame with many textures. In the case of image composition, you should only add the texture at the end.
  20. I use ModelBench on Windows 10, with Intel Pentium Inside of 2013, 4 GB of Ram DDR3 and I can still use it without lag problems. so the program has no performance problems. as 9redwoods says, disable the following:
  21. in the 1.1.3 and 1.1.4 when is exporting a rendered image (export render) still doesn't work :c
  22. ~ahh..This reminds me of the classic Mine-imator era (when we used the 1.0.6 Demo version of the program) there was no Modelbench, and people did things like this to make Rigs (included myself) Good job!
  23. That is not true, you can notify in you status that the post is updated (and put the link of the same post) also say in the post that people give the "Follow" button so that they receive notifications every time when the post is updated.
  24. I'm already waiting for someone to do this: but with the version you have made. simply 10/10
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