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Littleman9Mew2

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  1. Upvote
    Littleman9Mew2 got a reaction from Jake_28 in Worldborder!   
    For those who play Minecraft with commands, there is something that we all know as: The Worldborder
    This border can be changed in both width and depth, so what about an option to add it as a background object?

    You can set the scale and animation speed, and even the color!
    And also the texture!

    Just something small but would be cool to animate with.

    What ya think?
  2. Upvote
    Littleman9Mew2 got a reaction from UrBoiHyper in Scenes   
    Now many of us  know how much of a pain it is to navigate through a large timeline with hundreds of keypoint everywhere. And to look a library of alot of clutter. What most would do is to open a new animation, but that loses alot of the objects that you were working on and cannot check how the two animations mesh together without switching through the long procees of loading.

    I was wondering this: SCENES

    it's kinda like a tab system that is found in Microsoft Excel:
     

     
    It's kinda like the "Sheet1,Sheet2,Sheet3"

    You can switch between the different sheets without having the timeline mess up or anything,
    You have the option, of course, to name the tabs under the time line.
    You can also transfer the keyframes of the previous objects to the next with a "transfer last keyframes"button on the newtab interface, allowing one to edit the animation in small chunks. Also, when replaying it, you can select what tab(s) to play, or what tab(s) to render, allowing it to render sections of the animation without cutting it so short. This can be great for trailers!

    You can also set the a camera to loop a scene or play it once, similar to particle menu.

    "Well how will rendering/playing it go?"
    -That's simple! It will play right where it left off, and if it hit the end of that tab and doesn't detect anymore key points after it changes to the next tab otherwise it's the same!

    "What about the library?"
    -Well, it might be added to the library, but until the folders in the library get added it might be obsolete

    "What about objects in the tabs?"
    -Well ony the one that place into the currently selected tab gets place into that tab, while in another tab  the objects are still the same.

    "In what order will the animation play the tabs?"
    -From the first tab to the last user created tab.

    So what you think? I think it would be great for short, trailers, and SO MUCH MORE!
  3. Upvote
    Littleman9Mew2 reacted to Nimi in The Mine-imator 'Community build'   
    Download 1.0.3
    Disclaimer: This mod has been discontinued as of October 3rd, 2017 as is no longer supported and does not contain any features from Mine-imator 1.1.0 and over. If you run into any issues with this mod, you are recommended to update to the latest version of Mine-imator before reporting the issue if it is still apparent. Also note that the latest version of Mine-imator supports all features from this mod, making switching creations over close to seamless.
    Special thanks:
    Emunator David Version 1.0.3, 2017.06.15, changes:
    Bloom options are now reversed and go from 0% to 100%, instead of 0 to 1 and are now labeled 'Intensity' instead of 'Threshold', and 'Amount' instead of 'Offset'.(1.0.3 automatically adjusts bloom values from 1.0.2 to look correct in 1.0.3.) You can now export objects to vanilla Mine-imator 1.0.6.(Rather than having to convert a project containing the object.) Fixed 'Out of Memory!' error. Timeline is no longer compact by default. Fixed typo in the controls tab, changing 'directoy' to 'directory'. Fixed observer block top texture in logo/ icon. Interface color popups now reset to the proper default colors instead of vanilla default colors. Changed startup credits.  Version 1.0.2, 2016.11.19, changes:
    Added 'Bloom' effect for cameras. Option to turn off custom interface icons in settings.(Will decrease RAM usage.) Changed update stream to show notifications when there's a new update for the mod. Fully fixed up vanilla converting/ loading projects from vanilla. Version 1.0.1, 2016.11.05, changes:
    An object's color can now be affected by the biome color.(Affected by biome.) Fixed project opening crash if the project has a background object. Removed Fullscreen.(Caused a lot of problems.) Version 1.0.0, 2016.11.04, changes (since Vanilla 1.0.6):
    Default dark theme. Timeline selection box color can be customized. DOF blur size textbox in settings now supports decimal inputs. You can convert the currently opened project for vanilla Mine-imator 1.0.6. 'Lock bend angle' option to lock the current object's bend angle to it's parent's bend angle.(Can be passed through folders.) Hide objects during low quality rendering and high quality rendering. Hidden hotkeys are shown in controls tab in settings. Includes "Improved Foliage", "Photography", "Fullscreen", and "Custom icons and watermark" mods. Features from included mods You can choose to switch between preset Minecraft biomes and a custom biome color. Added Mesa, Nether, and "The end" biomes. Reconfigured biome colors to be more accurate to Minecraft's biomes. Acacia leaves, dark oak leaves, and vines color now uses the current biome color. Added 120FPS option in program settings.(On by default.) Added fullscreen.(F7) Icons and watermark now use images from a folder in the directory named 'Imports'.
  4. Downvote
    Littleman9Mew2 got a reaction from KyodonZ in OC Alex "Littleman" Mewtwo   
    My OC Alex.
    NAME: Alex "Littleman" Mewtwo
    Species: Pokemon, Mewtwo
    Born:--/--/--
    Personality:
    -Quite Intelligent, incredibly high IQ
    -Likes the smell of Soda
    -Hates water, but isn't afraid of it.
    -Has the ability to hover off the ground
    -Short Tempered
    -Loves to work alone.
    -Never likes other people, especially humans
    -Loves pokemon, especially Mewtwos and Mews.
     
    BIO:
    Alex was once a scientist that worked in the same field as his brother. To his brother, he was the little kid that gets picked on, and he never liked Alex all that much and always tried to show off to him what experiments he'd done. He had always called him "Littleman" since he was the younger man of the two brothers. When Alex was working on a cloning experiment, he slipped and fell into the cloning tank and turned into the Pokemon has earned quite a name: Mewtwo. With this, his mind melded and become increasingly powerful, but at a cost of not being the same again and noone would ever stop to think that a pokemon was human. After realizing this loss, he then decide to take a life long journey of what it's like to be  a pokemon in the wild regions. Some may wonder: "couldn't trainers use pokeballs to capture him?" Sadly no, the pokeball thinks he's "owned" (presumably because of the fact he was a human) and cannot be captured by any other means.

    --


    --
    (The text in the video is slightly old but you can read more easily in the above text!)

    Kinda posted this for reason into joining the MGBattle!

    --

    --
  5. Downvote
    Littleman9Mew2 got a reaction from KyodonZ in Mewtwo Rig!   
    After a months hardwork, I was able to complete the rig for Mewtwo and give it out to the public!
    (Version History As of Posting 1.6.3)
    (1.3.6 Initial Release)
    (1.x.x)
    The rig includes:
    -Fingers (3 each hand)
    -Both Regular and Shiny Variants
    -Eye Particles
    -Eyebrows
    -Round Pupils
    -eye lid
     
    Images:(LARGE IMAGES)







    Keep in mind, the regular and the shiny are EXACTLY the same as one another, just reskins of the famous pokemon from gen 1.

    If you do use this, GIVE CREDIT!!!

    (LINK-I-CATOR)
    http://www.mediafire.com/download/224663md3lrfo16/MEW2RIG.zip
  6. Upvote
    Littleman9Mew2 got a reaction from HADEWOLF in Optimizing Framerate and rendering.   
    OPTIMIZING MINEIMATOR'S FRAME RATE
    A way to make it easier to navigate you animation and help rendering!
    NO EASTER EGGS HERE GO AWAY
    Mineimator is a handy program, indeed. There's just some problems that users, novice to advance that they will encounter when using this program. It may be slow, choppy or worse, crashes during the rendering of the animation. I been through it, and so have many of the MI forumers here. So I will show you how I cope with this issue. I'll divide the topic into two sections: Creation/Previewing and Exporting. With an "Extras" section at the bottom.

    CREATION AND PREVIEWING:
    Many of you want to make something inside the program Mineimator, wheither that's a wallpaper or just a animation/music video/etc. What ever the matter is, you may have notice that Mineimators frame rate has dipped, if it's 40/60 FPS drop or a 56/60 FPS drop, you may have a hardtime navigating the program due to it's slow speed.

    Shadows(1.0.0 and up only):
    In the 1.0.0 version of MI, the program has the ability to use shadows, shadows really make the animation/wallpaper stand out, it make the project more realistic and simply looks better, but the shadows are most taxing on the program. (Second to DoF) The shadows have a quality setting. When you click the workbench, you'll notice the wrench icon, this opens the options menu. Now this is the main menu to optimize many of the options here but we are looking at are "Shadow Quality" and "Shadow Size", Quality is how many shadows that are form with each object (which are then offset by the shadow size setting.) And shadow size is how much the shadow(s) are offset. Usually have the Shadow quality lower to about 6-12 is good during day animations, since that's where alot of the shadows are. Higher values between 8-16 are good for night, or interior animations. For a bad computer, a value of 4 should suffice on Quality. Size is a different matter, the larger the value, the more offset the shadows are going to be, giving a blurred shadow, while a lower value makes the shadows' edge sharper. For bad computers, a value 1.5-2 is good. If desperate, just turn "Shadow Quality" down to 2 or 1.

    Sunlight:(1.0.0 and some .6.0 only):
    The sun gives off light, everyone knows that, and with that comes this value. "sunlight Range" is the range used for making the shadows in 1.0.0 and lighting up the world in .6, either way. You're probably are not going to use 1000+ blocks of space that the sunlight is covering. In .6, having the light using a small radius (not too much otherwise the world will be lightless) usually suffice. In 1.0.0, turning the value down to about 750 or so is enough to cover a small schematic worth in MI. This can significantly help the render time alot since the light calculations are not counted in the distance.

    Pointlights:
    This mainly applies to 1.0.0 than any other. You know if you are in a room with two serperate light sources you're going to have to shadows cast on the wall. MI does the same, but at cost of framerate and rendering time. The more pointlights you have in a scene the more laggier it is, especially if they are overlapping each other. One way during an animation is to "turn off" the light when the camera and assets don't need it in that situation and "turn on" the light when the camera is back. This can help with a small light (such as a torch) during one scene and change to a different scene.

    Pointlights - Navigation:
    This applies when you're animating an moving the objects around, Daben added a feature to turn on a "lightbright" mode, this sets the value of the ENTIRE animation to full bright while editing so lighting isn't calculated. This help a ton with many lights in the scene, or you just need to see in the dark during a night animation.
    (Or FN@ -nevermind)

    Lights (General):

    Lights are often use in animations, in 1.0.0 (and a little in old versions) there's an option to set the sunlight detail, pointlight detail,spotlight detail, shadows. The light details can really make a difference in animation, not always, but it can. This is very powerful, and does take a toll on a computer, one trick to use is to lower the detail to "low" or "medium" during preview and turning it back up to "high" or "very high" when exporting. The last option, "extreme" is VERY CPU INTENSIVE, it even warns you that the computer WILL crash if not careful. This not to be taken lightly (pun intended), this is not good for previewing, I have trouble with this option on. This is only to be used for either wallpapers or final rendering.
         As an extra tip, if you have an animation during the day, point lights should be turned down more than the sunlight and vice versa. This makes it less intensive when working on day animations and night animations.

    Particles (1.0.0 And up only):
    For those who use the particles, they can be very powerful. Something that many loved to see and especially use in MI. Particles are quite laggy, but it's all about the moderation of particles, withe each particle generator, you can set the particle limit, a value of about 25 is good for small ambient particles like torches. Values of 100-500 are good for a teleport animated particle. With 1000 being a good limit of explosions. This one is most likely the most situational, since this can very on the size, the particle and the amount of particles themselves. Usually have the particles disappear somehow, either by shrinking to nothing, vanishing after  a set time, or after the limit of particles (of that generator) has been reached, if that's not possible, click on a particle generator that has the option to "clear" them.

    Previewing:
    In 1.0.0 Daben added the ability to preview the render in an animation, but sometimes the play speed for certain things are off. Particles lag behind and it looks choppy. This is typically normal, you usually would want to only use this for well "Previewing" the animation at small bits. Or just play a couple seconds of a previewed animation and quickly get to editing. Sometimes when alot is going on and the program is trying to process alot to render, it just takes a screenshot that says "Rendered In X seconds" this is a feature that is used to not have MI crash when trying to preview the animation. It's normal. Just remember that particles run SLOWER in this than if not in render mode. During the exporting process it goes in real time like it wasn't in render mode.

    Schematics:
    The new schematic feature that MI has is incredibly powerful, it allows us to import a section of the Minecraft world into our animations. This canbe great for custom schematics, details or just sections of world that you want to show off in a fancy way. Now be warned, this only works with 1.7 and under. You can get away with 1.8/1.9 if you don't have anything from that update in the world (such as prismarine and ceiling buttons and purpur blocks) For some reason, worlds with a height greater than 128 will error, so it's not good to inport with this sized world. Just remember, leaves and water will be more taxing since it has to render the transparent faces. If a schematics is large, you can tick off the "render shadows" option to make the animation run smoother, the schematic in question will not produce any shadows and cast any on itself. However shadows from other objects still show  on this schematic. For big schematics, use something like MCEdit to make it smaller that way or force a schematic in without the world height errors. If you want to see the edges (or not) from the schematics, there's an option in the settings to allows the schematics to render the edges of (newly) placed scenery.

    SIZES OF SCHEMATICS
    with .7 and under-
    Having the size be greater than 100,000 blocks usually crashes. The file size limit is typically under 15kb in size.

    With 1.0.0
    Having the schematics under 1,500,00 blocks is good for easy navigation around the world. The size limit for 1.0.0 is about 100Kb in size.
    EXPORTING YOUR ANIMATION:
    When rendering the animation, take the framerate it will render into account. "Will I use a program to slow down the framerate?(Slowmotion)" If no keep it at 30 frames if yes, increase this value. If you cannot render at 30 FPS, the shortest value our eyes can see as a "smooth" animation is about 24 FPS, this can help greatly cutting off the frames in the animation. Now also take the type of rendering into account. In 1.0.0 DEMO 5 and under, the animation is (sadly) going to be rendered in a beefy AVI file, (eww) because of this, it need to render in a specific way. Usually the first option that shows up is fine, I think it varies from CPU to CPU, so I use the first option since during night animations it's not so choppy because on other types of render the lighting is odd with coloring during dark areas. (you know that sick green effect?)

    Now for a story:
    ===
    So you got the final thing keyframed and it's ready. You sat there, waiting ten minutes on the entry and you hit the 727 / 728 mark and suddenly...it stops....nothing's happening then DING ERROR DING ERROR DING ERROR . A popup appears "Mineimator ran out memory!" Then it closes and all that time has been wasted for nothing. I had this happen, on the LAST FREAKING FRAME. Yes, I was mad, and yes I want to punch the monitor so hard that I also punched through the wall behind it. I really wanted to.
    So what did I do wrong? Was the length? No, it's was in fact SHORTER than the longest animation (at about 850-1700).
    Was it the lighting? Nope that wasn't it, I separated the animation from a day animation and a night animation so lighting wasn't an issue.
    Was it something running in the background? Not that either, I close all applications if rendering a long animations.
    Particles? Not even that, I didn't even used particles at that time.
    Using the camera surfaces? I thought it was that honestly but it wasn't.

    You know what the culprit is? *drum roll* drrdrdrdrdrrdrdrdrdrrdrdrdrdrdrrdrdr *symbol crash*
    Depth of field.
    ===
    Depth of field is the MOST taxing on MI, I had more crashes on there than Oblivion, StarCraft and Simcity put together (THAT'S saying something). I experimented with DoF. Dof is very taxing on the system and MI most likely to crash if not handled correctly.

    THE OPTIMIZATIONS:
    Depth of Field is quite cool, it's the effect of blurring objects at a distance. This can give it more life. Now the more the camera DoF covers, the more taxing it is on the system. Long animations are usually out of the question. So it's not recommended to use this option for long animations longer than 30 seconds. Now in the options menu, the blur of DoF can be adjusted, from 0% to 10%, having a Dof of 10% isn't ideal as it makes it look like someone is viewing it from the side of a hairy dog. Otherwise MI will CTD(Crash to Desktop) sooner than ever if the value is higher. A good mark is the default 2%, but I find that 0.5% to 1.5% works well. NOTE: If you want to do long animations, DO NOT TURN THIS ON!

    EXTRAS:
    1)Here's some tips that can help you make animations with many schematics rooms.

    I usually do, with multiple rooms, the "Metroid" style of schematics for rooms, I call it this since in Metroid. The rooms are seperated from each other, just like how  a room schematic are seperated with doors, you use these doors as the "transition," See with room 'A' being visible while room 'B' isn't rendered, when the Player opens the door, room 'B' is turns visible and when Player walks through the door and shuts it, Room 'A' turns invisible and isn't rendered. I had to use this once (in an animation I'm currently working on) but it really helps with render times and makes less of a hassle. This hasn't has to apply with rooms, it can apply to caves too!

    2)---ERROR 418 I'M A TEAPOT---


    Thank you for reading.

    ~Littleman9mew2

    Have something to suggest that can help framerate and exporting? Comment below!
  7. Upvote
    Littleman9Mew2 got a reaction from xT-ARU-Mx in Adding Custom Items   
    A good idea is if you're doing a high resolution texture, you need to know the dimensions of the image

    8x8 items have 128x128 (I'm not sure if mine-imator supports low rez textures tho)
    16x16 items have a 256x256 image (Defualt)
    32x32 items have a 512x512 image
    64x64 items have a 1024x1024 image
    and so on

    creating a grid or using the brackets that's found on the vanilla item sheet REALLY helps too!
  8. Upvote
    Littleman9Mew2 got a reaction from Dlljs in Graphic novel: Revenge of the Zombie Monks   
    A book with a narrative made in MI? That's actually pretty impressive!
  9. Upvote
    Littleman9Mew2 got a reaction from BBruce7815 in Non-MI animation subsection?   
    Now many of you know that this is the Mine-imator forums, but there are some users such as SKIBBZ who dabble with the other 3D animation programs such as C4D and Blender. Now instead of lumping all the non Mineimator Minecraft videos into one section. (Promptly named "Minecraft Videos") It would be a bit more organized to show off the non-MI animators with their own section of the "Minecraft Videos" with a subforum of "Animations" with a rule stating that any Non-MI animation would be put into this sub forum and any MI animation would be put inside the "Test Animations" and/or "Narrative Animations" section respectively.

    I'm just suggesting this as to make the forum a tad bit more organized for the non Mine-imator animator. 

    This is just for the users who make animations that do not MI.

    TL;DR Pretty much a section under "Minecraft Videos" that something like "Other Animations"
  10. Upvote
    Littleman9Mew2 got a reaction from Allemn in The VIDEO GAME Collab!   
    (WHAAT??? I'M NOT DEAD???)
     
    TL;DR's  skip and go on ahead to blue letters
    The story on how this came about.
    I was messing with Blender since my MI was acting all wonky after some stuff happen. (I don't mind, but you know wats it like on a new PC)
    It's been a couple months since I didn't upload any "real" animations, besides the occasional test animation. I didn't know what to do, since MI was broken on this PC and the only option I had was Blender (as a quick solution), I did what I could do: use Blender and figure out how to use the stuffs for other things as well as animation. It was fun, I made a full working Littleman9Mew2 Rig in blender and it works well. Anyway, over the spring break, I wanted to do animations, but I had now idea what to do. I recently came back on the MI forums to get some ideas and check up on fellow members. After looking at other animations and animators, I jumped back onto MI forums and something hit me:

    A collab for video games!
    ________________________________________________________
    I present you, without any annoying dogs:
    The Video Game Collab
    Revision 1.1.1
    The rules:
    -Make an animation showing Steve inside the game world of the game you want.
    -The animation must showcase an iconic scene/location/character from that game. (I.E. Sans' Fight from Undertale, a test chamber from Portal, A pokemon battle,etc....)
    -Steve must either jump,fall or similar into the scene from off screen.
    -Steve must jump, stumble, thrown off screen or similar at the end of your animation; any direction is fine as long as it's over edge of the camera
    He can walk off screen too, but it doesn't look that exciting:p.
    -Any kind of Steve rig is allowed, as long as it's Steve's' skin.
    -SFX are allowed.
    -Music from the game you're doing (I.E. Terraria=Terraria Music, Undertale=Megalovania,Dummy!,Pokemon=Gym Battle theme etc).
    The music has to be from the same game as the animation
    -If you don't add music, I'll add a generic track from that very game.
    -No Music
    -You can have voices if you so want to.
    -Watermark on your animation.
    -The game cannot be Minecraft (duh)
    -Steve cannot die.
    -The animation has to be at least 10 seconds.
    -Max time per entry is about 2 Minutes.
    -Normal Forum Rules Apply
    -Cross Collabs are allowed, but it still needs to be apart of these rule.

    Things to note:
    -You can do the same game as someone else, but keep the animation different from the others. please
    -Please specify the game you're doing in (parenthesis) inside your post.
    -The Song in question is Monstercat's Nitro Fun - Cheat Codes
    Here's a link if you want to listen:
    (DANGIT- I DIDN"T MEAN A VIDEO STUPID)
    Well, I modified it so it loops at 00:30 and 3:12
    I
    -The closer it is to the game, the better! (SFX MUST!)
    -The more games the better!
    -You don't have to use Mine-imator(Encouraged, but I don't mind), any program is welcomed!
    -I'm using Sony Vegas or something similar to put the videos together.
    -The video I'm processing it in will be in 768x480 Pixels or 1080x720 (480p or 720p to Youtube's Stream size)
    -"Needs Revision" is something I will send to you and/or put in on your name if the file is having a problem. Or it doesn't quite meet the rules or needs to tweak something. I'll tell you what needs to be revised.
    Your entry when done (PM Stuffs)
    Your username (The game you're doing)
    Small specifications you want. (Optional, such as quieter music,have me overlay the music myself,but nothing to much)
    Channel Link or Twitter or Facebook, etc.
     
    I will reply for ye be in!
    Deadline?
    Actually....uh....er....NOW!
    JK
    I actually don't have a deadline, but I will notify you guys within a month of deadline
    (It may be around a few months from now)
    Example?
    Here's the example, it's not a good animation, but a better will be out by final release
    https://youtu.be/_ZiWy56o9QE
    Victims Participants Name(Game):
    DONE|NEEDS REVISION|UNFINISHED
    1)LucianAnimations(SECRET)
    2)Dr. Nexil (SECRET)
    3)Batmon_gamors (CS:GO)
    4) DanDaAwesome (Earthworm Jim)
    5)AlecAnimates(Undertale)
    6)CreeperGavG(Pac-Man)
    7)DaveKick(QuantumBreak)
    8)TheCryingSquid(SECRET)
    9)Dr. Nexil(Mario Kart)
    10)godzilla_geek123(Five Nights @ Mike's) It's autocorrected, you get what it is.
    11)
    12)
     
  11. Upvote
    Littleman9Mew2 got a reaction from EpicJ in GasMask   
    "Are you my mummy?"

    Only certain people would get this.
  12. Upvote
    Littleman9Mew2 got a reaction from mephilis12 in GasMask   
    "Are you my mummy?"

    Only certain people would get this.
  13. Upvote
    Littleman9Mew2 got a reaction from Mineupfast in Dev update #8: The end?   
    Right in the feels....
    You cooooould expand on Minecraft Noteblock Studio. That program kinda needs a bit more polishing and more customization since minecraft added command blocks/ playsound command/ different item format.

    Also will dav-imator be a thing?
  14. Upvote
    Littleman9Mew2 got a reaction from RobotCoveredWithHumanFlesh in Dev update #8: The end?   
    Right in the feels....
    You cooooould expand on Minecraft Noteblock Studio. That program kinda needs a bit more polishing and more customization since minecraft added command blocks/ playsound command/ different item format.

    Also will dav-imator be a thing?
  15. Upvote
    Littleman9Mew2 got a reaction from Nimi in Dev update #8: The end?   
    Right in the feels....
    You cooooould expand on Minecraft Noteblock Studio. That program kinda needs a bit more polishing and more customization since minecraft added command blocks/ playsound command/ different item format.

    Also will dav-imator be a thing?
  16. Upvote
    Littleman9Mew2 got a reaction from Keep on Chucking in Dev update #8: The end?   
    Right in the feels....
    You cooooould expand on Minecraft Noteblock Studio. That program kinda needs a bit more polishing and more customization since minecraft added command blocks/ playsound command/ different item format.

    Also will dav-imator be a thing?
  17. Upvote
    Littleman9Mew2 got a reaction from Pokekights in Endercrystal Animation Preset   
    I have made an animation preset for the Endercrystal, it's just a spinning animation that you set to loop by repeatedly importing the .keyframe after the loop!
    The video:
    https://www.youtube.com/watch?v=KiLxRoPG6HI
    The Preset:
    http://www.mediafire.com/download/7n10v8mnle6eq6a/Ender-Crystal-Keyframe-preset.zip
  18. Upvote
    Littleman9Mew2 got a reaction from Azoe in Endercrystal Animation Preset   
    I have made an animation preset for the Endercrystal, it's just a spinning animation that you set to loop by repeatedly importing the .keyframe after the loop!
    The video:
    https://www.youtube.com/watch?v=KiLxRoPG6HI
    The Preset:
    http://www.mediafire.com/download/7n10v8mnle6eq6a/Ender-Crystal-Keyframe-preset.zip
  19. Upvote
    Littleman9Mew2 reacted to KicksBrickster in Mine-Imator Doesn't Suck Anymore [Hosted by KicksBrickster]   
    So here it is, after all this time and effort. The MIDSA collab video. Thanks to everyone who submitted an entry to the collab. I didn't get to use all the of the entries, unfortunately. I had way too much raw footage to use, which in a way is awesome.
    Feel free to spread this around. The goal was to improve the reputation of Mine-Imator, so the more people who see it, the better.
     
    Copied from Youtube Description:
    Mine-Imator is a program that has always had popularity issues. The older versions were horrible, even those who use the program will admit. However, even as the program has evolved to become better, the animation community still does not recognize it as a good animation program.
    Mine-Imator doesn't suck anymore. When used properly, it can truly be amazing, and every one of the animators who submitted their entries to the collab will attest to that.
    Thank you for everyone who participated in the collab, even if I didn't get to use your entry.
    Joshinja
    PikaMasterzMC
    Yuricraft
    Gohanamer
    Yoshidicrafter
    Notorious RageMC
    UnmutEMC
    The Tan James
    Starminer Animations
    Artleck
    TheGoldenAnimations
    Willesfilmz
    Cryotivity
    PuddieTheKat
    SKIBBZ
    Leihrod
    MGhost
    george
    victory summery
    Jackoo Playsmc
    XanderTheV
    Heavenira
    Simonic66ci
    FlameExpert
    NiSoSam
    Phupha
    Kade
    SwaqqyMan02
    Salaudo
    Also thank you to the forum members for their great support on this collab. I really appreciate it.
    -----
    Music Used: Vexento - Pixel Party
    https://www.youtube.com/user/Vexento
  20. Upvote
    Littleman9Mew2 got a reaction from KicksBrickster in Endercrystal Animation Preset   
    I have made an animation preset for the Endercrystal, it's just a spinning animation that you set to loop by repeatedly importing the .keyframe after the loop!
    The video:
    https://www.youtube.com/watch?v=KiLxRoPG6HI
    The Preset:
    http://www.mediafire.com/download/7n10v8mnle6eq6a/Ender-Crystal-Keyframe-preset.zip
  21. Upvote
    Littleman9Mew2 got a reaction from UnmutEMC in Endercrystal Animation Preset   
    I have made an animation preset for the Endercrystal, it's just a spinning animation that you set to loop by repeatedly importing the .keyframe after the loop!
    The video:
    https://www.youtube.com/watch?v=KiLxRoPG6HI
    The Preset:
    http://www.mediafire.com/download/7n10v8mnle6eq6a/Ender-Crystal-Keyframe-preset.zip
  22. Upvote
    Littleman9Mew2 got a reaction from Emaniplex in Endercrystal Animation Preset   
    I have made an animation preset for the Endercrystal, it's just a spinning animation that you set to loop by repeatedly importing the .keyframe after the loop!
    The video:
    https://www.youtube.com/watch?v=KiLxRoPG6HI
    The Preset:
    http://www.mediafire.com/download/7n10v8mnle6eq6a/Ender-Crystal-Keyframe-preset.zip
  23. Upvote
    Littleman9Mew2 reacted to MeGa GerG in dovakhin rig - skyrim   
    Skyrim dovakhin rig. https://www.mediafire.com/#e28e4453u6t5g
  24. Upvote
    Littleman9Mew2 got a reaction from DarkDragonPro in Skywars Collab Entry - Littleman9mew2   
    I got me entry for the Skywars Collab all finished an done! I love the audio support for 1.0!
    I decided to put my guy up against an assassin.
    Le Link Linking Le Animation
    https://www.youtube.com/watch?v=b8LV36vf4xg
  25. Upvote
    Littleman9Mew2 got a reaction from Mielo in Skywars Collab Entry - Littleman9mew2   
    I got me entry for the Skywars Collab all finished an done! I love the audio support for 1.0!
    I decided to put my guy up against an assassin.
    Le Link Linking Le Animation
    https://www.youtube.com/watch?v=b8LV36vf4xg
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