Voxy

Visual Designer
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  1. Upvote
    Voxy got a reaction from AnxiousCynic in Minecraft Sound Pack — 1.13   
    Hello, animators!
    This is a sound pack containing all the Minecraft sounds and songs, extracted straight from the game files. All sound files are available in the .ogg format, which means you can import them into Mine-imator without needing to convert them. Enjoy!
    The files are named according to how they're referred to in-game. If you need help figuring out which sounds corresponds to what, you can use this list from the Minecraft Wiki.
     



  2. Upvote
    Voxy got a reaction from Keep on Chucking in Mod Request(?) - Glow effects (with explanations)   
    Hey guys. Glow is a feature that's been suggested quite a lot, and that was even considered to be added in 1.0.0, but... unfortunately, this isn't the case. However, with the source code being available for everyone, I managed to come up with a hypothetical method that, according to David, could potentially work. But since I have no coding experience, I was thinking that some experienced coder out here could do it.
     
    My method is based on what Mine-imator uses to render depth of field. Basically, the program will take the initial frame and create a blur passe by duplicating the frame and diverging those duplicates and merging them together. Then, it uses a depth map to restrict the blur effect to a particular zone, defined by the DoF settings:

     
    For glow effects, I'm thinking about using something similar. Basically, it'd involve having a passe of the object that has the glow effect enabled that'd be tinted based on the color the player uses. That passe would then be blurred using the same method as used by DoF, by diverging a bunch of duplicates. Finally, the resulting glow passe would be merged with the initial render passe to create the final rendered image. c:

     
    This is the most efficient way to do it I could think about, it doesn't seem too difficult to implement, as this is based on an existing feature, and it wouldn't be much laggier than depth of field! So, if there's anyone who can code, maybe you could give it a try?  
  3. Funny
    Voxy got a reaction from IHadFireYT in [1.1.3] Twisty Humans Model Pack   
    Since I'm pretty sure many of you are yearning for it and because Modelbench doesn't support the new bending just yet, I copy-pasted some stuff inside the model file and created this abomination the pinnacle of human art for you to enjoy.  Have fun!

     

    For use with Mine-imator 1.1.3 and up.
  4. Upvote
    Voxy got a reaction from Xtreme579 in Water doesn't render behind stained glass.   
    Unfortunately, transparency has always been very finnicky to work with in Mine-imator. Render depth affects the entire schematic, so it won't help with your issue. A solution could be to use the filtering features in the world importer to separate stained glass blocks from the rest of your schematic and tweak the render depth setting on those only.
  5. Upvote
    Voxy got a reaction from pieordie7 in Minecraft Sound Pack — 1.13   
    Should be in "random/drink.ogg"
  6. Upvote
    Voxy reacted to SKIBBZ in SFR V.4 Facial Rig (MI 1.1.2)   
    Basically an update to my previous SFR face rig. Enjoy?
     

     
    !! Requires Mine-imator 1.1.2 to work !!
     
    >>> Download 1.1.2 of Mine-imator here <<<
    >>> Download Here (357.99 KB) <<<
  7. Upvote
    Voxy got a reaction from Jadturentale in Interface theme — Modelbench Theme Collection   
    Hey, animators! I've created a small pack containing 20 interface colors and 2 font files to give your Mine-imator user interface a touch of Modelbench-ness. You have the choice between two themes, light and dark, each with 10 accent colors, all taken from the actual Modelbench interface specs. The pack also includes two fonts to replace Open Sans, the default Mine-imator font, with Montserrat, the one used for Modelbench. Hope you'll enjoy!
     
    ⚪ Light theme colors

     
    ⚫ Dark theme colors

     
    📂 How to install
     
    🎨 Colors
    Unzip the contents of the archive to the folder of your choice. Load Mine-imator and open the settings. Once there, expand the "Interface" section and click the load button  located under the color settings. Then, simply pick the .micolor file corresponding to the theme of your choice.
    🔠 Fonts
    ⚠️ CAUTION! Do NOT install the fonts using the "Font" setting in Mine-imator. This will cause the text to look oversized. ⚠️
    To install the fonts, open your file explorer and go to the following folder: C:\Users\[your name]\Mine-imator\Data. Once there, back up the "opensans.ttf" and "opensansbold.ttf" files, by changing their names or copying them somewhere else. Then, copy the new font files from the theme folder into the Data folder. Mine-imator should now use the new font!
     
    ⬇️ Download the pack
    Click here to download!
  8. Upvote
    Voxy reacted to david in Mine-imator 1.2.0 (Pre-release 2)   
    At last! Here is a pre-release of the magnificent 1.2.0 update of Mine-imator, packed with brand new mobs and blocks from Minecraft 1.13 as well as long-awaited graphical options (courtesy of @Nimi) to make your animations shine brighter than ever! You may report any bugs you find in Mine-imator issues and bugs (and instructions how to re-create the bug, along with the project file if needed) and of course share your work in Mine-imator creations. Enjoy!
     
    Download 1.2.0 pre-release 2:
    Installer | Archive
    Pre-release 2, 2018.09.08, changes:
    Changes
    Added a setting to turn off the smooth work camera in “Interface” Updated tropical fish names Bugfixes
    Fixed issues with old resource packs Fixed missing textures for Vex and Snow Golem Fixed graphical issues with the bent legs of Ender Dragon and Sheep Fixed graphical issues with waterlogged blocks and bubble columns Fixed the lid of the chest model Fixed custom watermark image resetting after re-load Fixed HQ and LQ hiding not working when exporting Fixed item spinning not saving correctly Fixed bloom from MI:CB 1.0.3 loading x100 bigger Fixed crash when importing models with specific bend settings Fixed an issue with purpur pillars Fixed the fountain of cakes
      Pre-release 1, 2018.08.30, 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 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
    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
  9. Upvote
    Voxy got a reaction from BloxTheRigger in Dev update #12 part 2: A bright future and Modelbench news   
    (I had to work with a buggy, laggy build to make this header, you guys should better appreciate it.)
  10. Upvote
    Voxy got a reaction from Skjold in Red Dragon (2k)   
    It's not really low-res, it just has a bad sharpening filter on top of it. And Imgur tends to compress large images into pretty ugly-looking JPGs.
  11. Upvote
    Voxy got a reaction from Mineshaft Animation in Mine-imator 1.1.4   
    Really happy to have been part of this update, and I'm really excited to see how Mine-imator will grow in the future!
  12. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  13. Upvote
    Voxy got a reaction from ItsAlz Creation in Suggestion: Cubes and planes in the main body   
    Elements can't exist without being attached to a part, that's just how the model system works. Of course, you don't need a part for each individual shape, you can have multiple cubes and planes in a single part.
  14. Wow
    Voxy got a reaction from Craftman780 in Model — The TARDIS (2018)   
    Hey there, fellow time-travelers! This is my newest model, the TARDIS from the upcoming eleventh series of the British sci-fi show Doctor Who! I figured that with a new Doctor and a new TARDIS, it was time to update my old rigs.
    This model is based on the 13th Doctor's TARDIS (Jodie Whittaker). I might create variants based on the previous ones in the future, so stay tuned.
    Once again, being a model created with Modelbench, it's only compatible with Mine-imator 1.1.0 or newer. Enjoy!
     


    Credit is not required, but please don't claim the model as your own!
  15. Upvote
    Voxy got a reaction from ItsAlz Creation in Suggestion: Cubes and planes in the main body   
    Elements can't exist without being attached to a part, that's just how the model system works. Of course, you don't need a part for each individual shape, you can have multiple cubes and planes in a single part.
  16. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  17. Upvote
    Voxy got a reaction from AnxiousCynic in Minecraft Sound Pack — 1.13   
    Hello, animators!
    This is a sound pack containing all the Minecraft sounds and songs, extracted straight from the game files. All sound files are available in the .ogg format, which means you can import them into Mine-imator without needing to convert them. Enjoy!
    The files are named according to how they're referred to in-game. If you need help figuring out which sounds corresponds to what, you can use this list from the Minecraft Wiki.
     



  18. Downvote
    Voxy reacted to Skjold in copyright   
    Honestly, nobody cares. Do whatever you want. They can't copyright strike you for it anyway.
  19. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  20. Upvote
    Voxy got a reaction from AnxiousCynic in Minecraft Sound Pack — 1.13   
    Hello, animators!
    This is a sound pack containing all the Minecraft sounds and songs, extracted straight from the game files. All sound files are available in the .ogg format, which means you can import them into Mine-imator without needing to convert them. Enjoy!
    The files are named according to how they're referred to in-game. If you need help figuring out which sounds corresponds to what, you can use this list from the Minecraft Wiki.
     



  21. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  22. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  23. Upvote
    Voxy got a reaction from david in copyright   
    Kinda sad to see how quick everyone seems to discourage from at least crediting people for their work. It costs nothing but a few seconds to do and it's always a good attitude to have when you're a content creator.
  24. Upvote
    Voxy got a reaction from Skjold in Red Dragon (2k)   
    It's not really low-res, it just has a bad sharpening filter on top of it. And Imgur tends to compress large images into pretty ugly-looking JPGs.
  25. Upvote
    Voxy got a reaction from ItsAlz Creation in How to Add Custom Models to Schematics!   
    Hello, animators! Today, we're going to talk about block models. I'm sure you all know that you can import individual .json files inside of Mine-imator and it'll work just fine! However, if you wanted to use these models in a schematic, to give it additional detail or to make certain blocks a little more unique looking, you probably noticed that it doesn't really work. If you import a resource pack that contains 3D models, Mine-imator simply won't import it.
    But fear not, because there actually is a way to get Mine-imator to load the models you want in any schematic! And I'm gonna tell you all about it, so that you can turn this...
    ...into this!
     
    DISCLAIMER: The method I'm about to show you requires some messin' around with internal files, thus it's not officially supported. Always backup files before doing anything to them. Proceed at your own risk!
    How does it work?
    Ever wondered what this screen was about?

    When you launch Mine-imator, it will load a folder containing all kinds of Minecraft resources, so that you have everything you need to get started. Because it's an external folder, it means it can also be updated to include resources from newer versions as well. But it also means we can mess around with those resources, letting us make Mine-imator load anything we want.
    This folder is located at the following filepath: 
    C:\Users\<YOURNAME>\AppData\Roaming\Mine_imator\Minecraft_unzip\1.12.2 If you take a look inside, you might think, "Hey, that looks like a resource pack!". And you'd be right! This is essentially a resource pack, with all the stuff you'd expect to find inside, along with the Mine-imator exclusive .mimodel files which are used for characters and special blocks.
     
    Let's add our own models!
    If you want to change the appearance of a block, all we need is to replace said block's model and/or texture inside the folder. In this tutorial, I'm going to use a custom leaf block model and textures I've created, which you can see up above. If you'd like to follow along or use that model for yourself, download it here: Click!
    Just unzip it in the folder of your choice, and you're good to go! It contains a .json file, which is the model, and 6 .png files, which are textures for each type of foliage.

    Models
    First, we'll replace the model. Go to...
    Minecraft_unzip\1.12.2\assets\minecraft\models\block This is where the block models are located. We're going to be replacing the "leaves.json" file here, but the steps are the same for other blocks. Start by renaming the original file, for example, with the BAK suffix, just so that we can keep it in case we want to restore it. Once that's done, grab the new file and simply copy it to the folder.

    Textures
    Because our model requires its own textures, we need to copy those as well. This time, go to...
    Minecraft_unzip\1.12.2\assets\minecraft\textures\blocks ...which is where the block textures are located. This time, we'll replace the "leaves_acacia", "leaves_big_oak", "leaves_birch", "leaves_jungle", "leaves_oak", and "leaves_spruce" PNG files. Once again, back up the files by renaming them, before copying over the new textures. If you've done it right, it should look something like this:

    Alright! Now that everything is done, we can launch Mine-imator, create a project, import a schematic, aaaand...

    ...Ta-da, our new model is displaying, awesome!
    At this point, you're probably saying, "Wait, is that it? Is it really that simple?" The truth is, yes it is. It's really just a matter of swapping files. However, this method is far from perfect and it can cause a few headaches if you don't do it properly. Before you go and change all your models, keep in mind the following:
    Caveats
    Be careful with the file names!
    The reason we actually have to replace files is that Mine-imator will only load files with those exact names.

    If you give it files with names it doesn't know, it will ignore them and they won't be loaded.

    Because of that, you have to make sure the names of your textures and models are the exact same as the original Minecraft files Mine-imator loads! This also means that if you made multiple texture files for one model, you will need to change it, and make it so that it only uses one image. For example, if my leaf block model had multiple textures for the additional leaves, it wouldn't have worked, as Mine-imator would've ignored the files. This is why I had to make the whole texture into a single image.

    Importing a resource pack might break everything!
    Because models might require additional texturing, importing resource packs that will replace the textures might cause a lot of issues. For instance, because my leaf block model requires a completely different kind of textures, you won't be able to use a resource pack if you also use the model, unless you modify the pack in the first place. Some glitches can also occur where Mine-imator doesn't import the texture with the correct resolution, which can make for really weird visual results.
    It's not recommended if you change resource packs a lot in your projects.
    Since we're changing the assets Mine-imator loads on startup, this means that every single project will show those changes. If you want to use different models in a project, or stop using them in another, you have no choice but to close the program, do the changes, and relaunch it for every single project. This can become tedious very fast. While you could think of solutions, like keeping different folders with different names and renaming them accordingly, it still requires to restart the program each time.
     
    For all those reasons, I can only recommend to follow this tutorial if you want the changes on all your projects and if you don't use alternative resource packs a lot. If that's not the case, it's better you keep custom models as an occasional thing.
    But if this is the case and you found this tutorial useful, let me know by voting or commenting. Have fun finding cool ideas with custom models! 
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