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GryphonKingBros

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Posts posted by GryphonKingBros

  1. I'm trying to import things from my world to use in my project, but they aren't appearing. The objects I built previously on this world are still available and can be imported but the new stuff won't render into the import screen. I have the same issue when trying to use Mineways, but I was trying to import the world into Mineimator so it seemed appropriate to start here.

    This is what is visible from the import screen:

    6xJPVL3.png

    And this is what is in the game:

    eg9K6NE.png

    Here's a copy of the world too if that helps. Any suggestions on how to fix this?

  2. On 2/20/2018 at 1:06 PM, Colonel Muffin said:

    Fair enough! Didn't mean to come off as rude or anything, just expressing my opinion. ;)

    No worries, you didn't. I was just answering your suspicions. ;)

  3. I would like to ask about features that may or may not be included in the newest version of Mine-imator:

    1. Will water be given a visual effect underwater like in the game?

    2. Would particle effect creators that dispense blocks (the cake one for example) float on the surface of waters if we wanted them to?

    3. What about proper water wave effects (instead of the wind parented effect)?

    4. Toggle mobs that have baby forms into their baby forms (*cough cough* baby turtles *cough cough*)

    5. How about specifying builds to not allow water to appear inside?

    6. Fishing Rod Bobbers

    7. Such as the water wave effects, kelp waving ONLY while in the water

    Q/A:

    1. The underwater visual effect would be toggle-able and would have the option to increase or decrease the fog effect.

    2. I suppose this feature would require a physics improvement but nonetheless is still possible.

    3. You can increase or decrease the strength of the waves and maybe even cause spikes in the water in certain areas to create tsunamis and such (large waves)

    4. You have to admit it's cute. Also it's difficult and annoying to have to resize mobs to make them look like baby versions.

    5. If a boat goes slightly underwater, the whole boat is clipped with water. And the effect would be good for large ships that have lower areas in the boat that go deep under the water.

    6. Nuff said.

    7. Like making leaves wave in the wind or a flag wave in the wind, kelp in the water should be waving as it does in the snapshots. Maybe just simplify this feature and default it to what the game already has with the kelp being animated to sway in its natural form.

     

    None of these features are demands and are only suggestions that I'm curious if are possibilities to implement or are going to be implemented already.

  4. 20 hours ago, RedAnimator said:

    (I to, have been defeated.)

    "When you hit a wall find ways to go under and over, but never give up."

    - Donald Trump

    Looking up these inspirational quotes by Donald Trump just makes me cringe...

  5. On 2/14/2018 at 2:38 PM, Colonel Muffin said:

    I've gotta say, this poll looks like it was made by someone who hasn't animated often.

    Question 2: "You animate and forget how fast the animation moves" Well first of all, this problem should never happen, and it definitely shouldn't be the most frustrating thing. It's easily fixed, and you should be replaying the animation every time you make the slightest change. Forgetting how fast it is is just stupid.

    And number 4 has a lot of problems. No clipping shouldn't be something that's debated as the most important thing, your animation just shouldn't do that. Like, it's an underlying responsibility and not something you should go out of your way to do. And lighting doesn't just apply to one thing. The entire scene needs to be lit correctly, and emphasize what it should. Particles honestly aren't too important. Unless it's something like fire or a torch. In that case, it's absolutely something you should just do without thinking about it, like the No Clipping thing. Environment should be renamed Scenery because the lighting and the scenery both contribute to the overall environment. Scenery is crucial. There is no good animation without scenery. Period. And finally, flowing movements shouldn't be in this question. Flowing movements is 1) subjective, 2) not usually something you can just focus on as the most important thing. With lots of practice and hard work, it just becomes something you do automatically. No one can go out of their way to focus on making something smooth; they have to put a lot of work into it to perfect it first.

    1. Yes I haven't animated that often; Only last year did I start taking this as a profession rather than a hobby. I do have a decent amount of experience however.

    2. First of all "You animate and forget how fast the animation moves" is actually the 2nd most voted answer. And second of all, I some cases yes it is a silly mistake, but I usually will underestimate the stretch between frames and therefore I will end up having them too close together. I do that very often.

    3. Some of these answers are basic things that very experienced and very dedicated animators will be focused on and some are just asking "How dedicated are you to perfect detail?"

    Regardless, there's no need to rant at me about this. This survey was just for fun ^w^

  6. 22 hours ago, david said:

    Well, Mac/Linux doesn't differ in any major ways from Windows when it comes to the desktop. The largest differences, as said, would be in the jump between Desktop and Mobile. They would turn out to be entirely different programs, in fact. Of course this is all hypothetical but it's usually the way things go when comparing other apps between platforms.

    With mobile, yes, using a small cellphone would be very different to using a PC. Using a small insignificant touch screen would be extremely frustrating to impossible to animate with. Accuracy would be lower since with even the current program if your at an abnormal position with the axis's your actions fly out of control so just imagine what a large cursor would do. Running the program would be laggy; How would you render it; And on and on...

    A mobile version of Mine-imator on a phone is impossible. What about a tablet? I did start the discussion with mobile referring to a cellular device, but a tablet is more or less a possibility.

    Granted, I'm making this discussion go much longer than it needs to be xD

  7. On 2/8/2018 at 12:18 PM, david said:

    A mobile version will require the entire UI to be reworked and simplified to fit onto a small screen, and the graphics would need to be limited to be able to run smoothly on mobile hardware. The resulting Mine-imator Mobile would be nothing like the Desktop counterpart, and a total remake doesn't seem realistic for a project like this with only 1-2 developers who all work in their spare time.

    A Mac/Linux port is certainly possible to make, but since I've moved on to other projects at this point it's up to future developers to tackle this task.

    Basically, the Mine-imator code is split into three parts...

    ...To top it all off, the developers will need access to a machine with Mac/Linux. Developing/testing in a VM doesn't sound optimal.

    Thanks for explaining in depth about the specifics about the coding required to port one to the other, David. (and also thx for noticing my discussion) However, not to be disrespectful, but I still really wasn't too concerned about porting. I really just wanted to know what features would be diverse and/or varied if you and your team we're to pull Mine-imator onto mobile or Mac or Linux, etc.

    On 2/7/2018 at 12:40 PM, GryphonKingBros said:

    I'm not asking technologically how hard it is to do so but instead the actually capabilities of different platforms. (Mac/Linux have different desktop screens and controls, IOS/Android use touch screen controls on a small-medium sized "mouse-pad", etc)

    Again, I do appreciate you taking the time to reply onto this topic, but that's not what I was asking...

  8. I know you said NOT to post suggestions that were already very common occurrences, but I had to ask: Why not make a mobile version of Mine-imator? Or a Mac/Linux/IOS version too. I mean like duh people have suggested it, but if its been suggested a bunch then can you tell us why you won't add it? There's literally only two common suggestions you explained which were IK and Extrusion: Both were software-related based on what the program already used or what the maximum power was of the program.

    Here's a simple question that requires from a single word of godlike wisdom to several words of beautiful intellect: What makes bringing Mine-imator to a different platform so difficult?

    And before you go and say... 

    "It's very hard to make a Windows program into a Mac/Linux/IOS/Android/Anything-Besides-Windows Program because you have to change every single damn piece of coding to be compatible to instead of a Windows program to a Mac/Linux/IOS/Android/Anything-Besides-Windows Program"  - Your Average Common Sense Know-It-All

    ...keep in mind that I, as well as many of others, basically predicted you were going to say that, one.

    And two, I'm not asking technologically how hard it is to do so but instead the actually capabilities of different platforms. (Mac/Linux have different desktop screens and controls, IOS/Android use touch screen controls on a small-medium sized "mouse-pad", etc)

  9. On 11/22/2017 at 8:59 PM, PigmanMovie said:

    There is already a polar bear in this version

    Also,have been messing around with C4D for a while..

    And i see another update,why does it feel like time is moving faster?

    Haven't try out this update but itnlook awesome

    The cartoony style Logo is awesome

    Well now it is. It wasn't there before.

  10. I know this is a very minor issue, but I find it annoying to me. Whenever I do an animation and format it to a video theres nothing but the animation. However when I make posters and format them to images, theres always that annoying "Mine-imator" Logo in the corner. I know its just a small thing, but alot of the time it will cover up things I don't want covered up or just takes up space. I always have to mirror images when I put something in the corner thats important or if a group of players that are in there for a reason are blocked out I have to edit the ENTIRE poster... Its just annoying to me as most of the things I make on Mine-imator are posters. I've made a few animations, but they take too much time to tinker with and I usually only do it for others to help them out with something they want animated or just to share with friends of my work. Any chance this could be removed, or just add an option to add that in the image. Or is that already an option and I've just not looked close enough?

  11. 8 minutes ago, Decepticon said:

    Create 2 cubes, change their mix color to whatever color you want it to be, parent it to a head, resize to appropriate size, crank the brightness up, profit.

    It works and actually came out in a pretty good fashion. Thanks!

    18 minutes ago, iiTay28 said:

    There is a way but its not built into mine-imator. But I think the feature would be pretty impressive.

    If the way you were talking about wasn't what Decepticon was talking about I would love to hear your's anyways.

  12. 7 minutes ago, iiTay28 said:

    There is a way but its not built into mine-imator. But I think the feature would be pretty impressive.

    Would you mind mentioning how to give a skin glowing features?

  13. I was toying around with Mine-Imator and while trying to create a creepy scene with a giant spider, I found something in Minecraft that wasn't in Mine-Imator: Glowing Red Eyes. In the dark, spiders have the red eyes on their skin glowing in the dark and are clearly visible to the player. (Go to a dark area and spawn a spider if you don't know this.) 

    C:\Users\Griffin Bowling\AppData\RoamingIts a very minor problem, but the possibilities you could do with the glowing eyes onto other skins is a great idea. Imagine the possibilities: Glowing creeper eyes? Glowing herobrine eyes? Glowing redstone? Glowing characters??? Its a simple thing to give some skins a glowing eye effect, but it could go further than that. If the problem is I have an older version of Mine-Imator and spiders do have glowing red eyes please correct me, but besides that what do you guys think about the glowing skins concept? 

  14. In recent updates they have removed the Tempo meter which was seen in the beta version at first. This was my favorite part about Mine-imator because most animating software never had this feature and you couldn't fix the speed of the animation if you screwed up. And now I waited way too long for another update to come out hoping that something would fix and now nothing has fixed. Seriously its just something you can't leave out because of how easy it made the animation progress when you made a mistake of how fast it ran. I can't wait any longer and I'm saying it right now that in the next update, WE NEED THE TEMPO METER BACK!!! Until so I will suffer with a beta version until this is fixed because there is no reason to try otherwise... (And don't judge me for waiting so long for this one thing that ruined MY experience to be brought back. I suggest before just straight out complaining when it could come back like a day afterwards just wait to see what happens before going to conclusions.)

    Reply: Turns out I don't explore things and force myself to look towards others for answers. Thx for the help, David ;) 

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