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moniker

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  1. For instance, this model: https://www.mediafire.com/file/acspm0g07713hsd/Magnun+By+ApocaBlakz.rar The .json file includes "Made with Blockbench" so I downloaded this software, since I couldn't open it with Modelbench. I tried to save the file but I can't save it in a format that MineImator can recognize.
  2. Huge news. Finally getting past the limitations of GM will push this program into the next level.
  3. ___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object app: unable to add undefined to a string ############################################################################################ -------------------------------------------------------------------------------------------- called from - gml_Script_point4D_mul_matrix (line 9) called from - gml_Script_point3D_mul_matrix (line 9) called from - gml_Script_render_world_start (line 44) called from - gml_Script_render_low (line 25) called from - gml_Script_app_update_cameras (line 50) called from - gml_Script_app_update_animate (line 152) called from - gml_Script_app_event_step (line 20) called from - gml_Object_app_Step_0 (line 1) When im importing an object file this happens.
  4. The fov wouldn't allow you to enter decimal values for some reason, yet during transitions it shows decimal values. Why is that.
  5. Im hoping Nimi works some magic on on the next update. I think even with a 64 bit exe there would still be problems since the program needs to be optimized. Placing keyframes, toggling on "enable controls, wireframes and highlights", enabling the work active camera window, placing more characters... FPS go down so quick doing a few things.
  6. Looks like overhearting. Monitor temps while running Mineimator.
  7. I really love Mineimator's simplicity over alternatives but it's simply unusable as it stands. You get your scenario ready, start animating, and 3 minutes worth of keyframes in and the FPS go down the toilet quickly.
  8. Say you have an huge rig that consumes a lot of resources, you delete it, but the program still haves the stuff on both the Library and Resource tabs consuming memory. We need a button that deletes anything that's not present on the timeline.
  9. Would it be possible to convert a rig made in Mineimator into a .model file? I find it easier making stuff within Mineimator itself, but it consumes an insane amount of resources unless the rig is really simple compared to using models.
  10. In Mineimator there is a certain limit of resources you can load before the project crashes the next time you will load it. I had it numbered down to a particular size but right I can't remember the post where I reported this. So we would need that the program tells you you have hit the limit of maximun amount of resources before you keep adding stuff, otherwise you save your project, you think its ok but when you load it again it will not open. It would be cool to have more availible resources in any case but as far as I remember I think it was a limit of once again it being a 32bit executable.
  11. What I mean is, if you want to make a character to start walking, then stop, if you want to do it properly, you will need typically 4 keyframes for the movement: 1st keyframe = the character starts walking (acceleration). Something like the Easy in (sine or quadratic) 2nd keyframe = once the character is now walking, use a linear keyframe 3rd keyframe = the character starts delecerating. Easy out (sine or quadratic) 4th keyframe = the character is now stopped With this you get a more smooth start and stop movement. The problem: In order to match the acceleration with the linear speed, you need to manually adjust, basically by eye, until the 1st and 3rd keyframe matches the speed of the linear speed of the second keyframe. I don't know if this is too convoluted to understand but it's easier than it seems. We basically need a way to get this done fast and in a predictable way, so you don't have to go throught the insanity of trying to do this by intuition. I propose a solution similar to many other editors. For instance, Sony Vegas, you can draw the envelope manually, this would represent the speed: This way it would be as simple as drawing the envelope, and then the character would travel smoothly following these curves, instead of trying to fit predefined transitions with linear keyframes.
  12. Yeah, a way to add presets would be useful. Btw the Camera shake with motion blur would also be good. Not sure if Gamemaker can do that but Nimi may find a way to eventually add it since no one imagined we would have sunrays and stuff like that back then.
  13. Similar to how when you select multiple folders on windows. See "13 items selected". Just show on a corner data like that.
  14. There's always a workaround by firing up the calculator and doing some calculations, the idea is that the program does it by itself. You select a size you want work with. Then you can resize the cubes as needed and the texture aspect ratio would remain so all the different parts remain cohesive and fit in within the rest of the cubes in the same aspect ratio of the same texture, otherwise it's insanity as you need to create new instances of cubes for each part, calculate the stuff and so on.
  15. When you load a cube and give it a texture and rescaling it, it stretches the texture. Would be useful to select between stretching or mantaining aspect ratio. I've tried using the "texture horizontal repeat" thing but I can't make things to match. I don't get the relation between scale of the cube and number of repeats.
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