READ: Mine-imator forum rules 07/14/15Read 'em!
Modelbench Beta 03/26/18A public beta of Modelbench is now available, try it out! https://www.mineimatorforums.com/index.php?/topic/70230-modelbench-beta-042/
Mine-imator 1.1.4 available! 04/12/18Your characters are now more flexible than ever with the new bend options in 1.1.4! Download here: https://www.mineimatorforums.com/index.php?/topic/46014-mine-imator-114/
ZephyrAnimations reacted to Voxy 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.)
ZephyrAnimations reacted to Nimi in Dev update #12 part 2: A bright future and Modelbench news
Hello fellow creators!
As many of you may know by now, I'm now a Mine-imator developer. Now to kick things off, I've been planning a big update since I discontinued the Community Build mod, 1.2.0. Now since I stopped a (rather popular) mod of Mine-imator, I didn't want to leave its features hanging and to never be seen by the world again, so I've decided to put them aside for the next major update.
Now that's not all I have planned, due to a ton of requests for better graphics in Mine-imator, I've decided to make the next update themed around just that. Some things to expect in 1.2.0:
Bloom effect for the camera.(Remade completely, look at image above by @Voxy.) Specular lighting and roughness material for various objects. There are some other things I have planned, but that should be enough to reveal about 1.2.0 for now. There is currently no ETA for 1.2.0 as it has not entered development yet. The 1.2.0 update will begin development once David is finished with 1.1.x and Modelbench has been released to the public.
Now about Modelbench, it will not be released this month. It'll be released sometime after 1.1.3 so it will contain the new bending mechanics as David revealed in part 1 of this dev update.
So in a nutshell, an update with Community Build features and new graphics is planned and Modelbench will be released sometime after Mine-imator 1.1.3. This update will take awhile due to having to wait till it can be started, and how long it'll take to make so until then, happy animating and happy holidays!
< Part 1
ZephyrAnimations reacted to Red in Dev update #12 part 1: 2017 in a nutshell and flexible Steves
So we're stuck with the pinch bending? Why not add that in as another option, like sharp and smooth joint bending is?
ZephyrAnimations reacted to david in Dev update #12 part 1: 2017 in a nutshell and flexible Steves
Now that 2017 is starting to wrap up, I’d say it’s a good time to look back at the journey Mine-imator has taken throughout the year and what lies ahead.
First and foremost, I’ve been mentoring @Nimi about the technicalities and responsibilities of Mine-imator development, and I’d say that at this point he’s ready to take over the role of bringing you all better experience using Mine-imator onwards. He’s got some very exciting things lined up for Mine-imator next year, which are teased further in part 2 of this dev update.
After being in development since spring and a series of somewhat buggy pre-releases, the 1.1.0 update finally arrived, bringing major changes to how Minecraft assets are stored and used by the program. Some improvements were also made to the scenery, blocks and mobs to speed up workflow, and a few other neat bonuses like 3D text and model importing added an extra spark to animations. Thank you all for checking out the pre-releases and your help with bug squashing!
Now, as a final parting gift before Nimi takes the wheel of future updates, I have gone through the effort of completely re-inventing the bending mechanic that Mine-imator uses for various body parts. This means that in the near future, body parts will have a more proper bending effect (with pinching and texture stretching) and actually be able to bend in more directions at once!
See it in action below!
These features will be available in the upcoming 1.1.3 patch, which will arrive shortly after Minecraft’s 1.13 update (estimated release early mid 2018), and of course support the new Minecraft map format and blocks as well.
Last but not least, happy holidays! Now let’s get hyped for 2018!
PS. Happy 5th birthday forums!
Part 2 >
ZephyrAnimations reacted to Sticknub in The Dab Situation
So, this is a submission for Anxious Cynic's weekly compilation. His theme was, "cringey", so I did a very cliche plot because I was rushed to do it in under two hours. Moral: Never procrastinate, ever.
Anyways, here's the video.
I realized some flaws in terms of realistic movement, sorry about that.
ZephyrAnimations reacted to Ninja Dino in Christmas Chaos Collab | By Ninja Dino
The Christmas Chaos Collab
Welcome to the Christmas Chaos collab. The objective is simple, you must make an animation of a present entering Steve's house and showing all the wacky stuff he got for Christmas this year. Anything can happen.
How to join:
-Comment saying that you're joining
-Download THIS FILE and animate it (Or download THIS for the object form)
-PM the finished result to me in the form of a YouTube Video or media fire download
-Extremely bad entries, or entries that don't make sense will not be added to the collab
The due date is December 20th
Feel free to ask me any questions down below.
ZephyrAnimations reacted to Colonel Muffin in Add It On Collab 2
@Sticknub Since I was last in line you're supposed to use the download link on my post, which is near the middle of this page of the thread. Then you add something small to it, that doesn't cover up anything anyone else did (which is kinda hard if you're trying to put what you want in the foreground). You don't change camera position or lighting, or anything anyone else made. Then you post a reply to the topic with a download link for a zip file of the new project file, and also add the picture itself, which you know how to do.
Finally, since @ZephyrAnimations is next, I would tag him at the end of your post.
ZephyrAnimations reacted to MicroPon3YT Animations in Anthro Wolf Rig V2 [PREVIEW]
The body will be working on once Modelbench has been released
The V2 of my anthro rig which the V1 anyone has been complaining about the face and disproportionate bodies
so decided to improve it
Welp here it is, what it looks like:
Criticism and suggestions are appreciated
*Still flat faced*
ZephyrAnimations reacted to Craftman780 in Rick And Morty Portal Gun Rig (Mineimator) With Download
Despite only seeing one episode of the show Rick And Morty a while back, I have decided to make the portal gun from the show. I am very happy with how it turned out!
ZephyrAnimations reacted to Tomas1O1 in R E A L I T Y - Concept 5
R E A L I T Y 5 in a nutshell:
Sitting on a road
A Person walking
Chasing a person
Elmo guy killing guy
Sad edgy person
A bunch of losers on a poster
ZephyrAnimations reacted to david in [CLOSED] BUG: MI 1.1.0 & 1.1.1: Watermark is not working
Thanks, it is infact being rendered, but outside the screen! I'll fix this...
ZephyrAnimations reacted to The Tan James in R E A L I T Y - Concept 5 [TEASER]
Tons of growth has happened within the last year. With Pepper (my friend and co writer of the series) having passed away, many of my friends who have already seen the completed parts of the animation have noticed that theres a point where the animation suddenly changes its style instantaneously. It changes from how the other concepts are made from such a massive point where I couldn't bring myself to continue without my best friend. According to them (SKIBBZ, Fosni, Vash) they've never seen me put so much detail into a single animation in all my years of animating. The beginning is quite simple and bland and then halfway through the fight, theres a huge switch of styles. this is definitely my favorite one so far and I really appreciate you understanding so much deeper meaning behind this.
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