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moniker

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Everything posted by moniker

  1. Why would you remove this? this setting is useful, it's yet another way to fine tune the tone of the scene. Sometimes it helps in darkening or brighting things out. To give it an extra sunny touch I use 100% and when I want darker I go to 0%, don't remove this option. About the software, i've been opening up some rigs and testing things. They all seem to be loading fine. The improvement on fps is pretty good. I've also opened some previous projects and they don't work: Invalid id -4 in App::Asset::Find:71 Version: 2.0 Pre-release 1 (Windows) Another one: Invalid id 0 in App::Asset::Find:86 Version: 2.0 Pre-release 1 (Windows) I try to click on "View log" and nothing happens. I don't really want to upload my project. Where is the log? I was hoping to see if my old projects that were nonviable to work at due low fps would finally work fine but they don't open. They open in 1.2.9 but not with 2.0. None of them work. This is a huge problem since the first thing someone would want to do is to continue the projects they had to stop due low fps. Now render wise, there are the same old problems: Fog is not properly rendered throught transparency. Same goes for DOF. I was hoping this would be fixed with the new engine. More bugs, the slime is just a transparent block: On the one project from 1.2.9 that managed to open, the blocks are transparent: GUI wise, there is no way to pin stuff on the timeline, the right click to select what you want to render scrolls the timeline up, no custom transitions, etc etc. But I guess this is comming on the final version.
  2. 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.
  3. Huge news. Finally getting past the limitations of GM will push this program into the next level.
  4. ___________________________________________ ############################################################################################ 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.
  5. The fov wouldn't allow you to enter decimal values for some reason, yet during transitions it shows decimal values. Why is that.
  6. 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.
  7. Looks like overhearting. Monitor temps while running Mineimator.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Similar to how when you select multiple folders on windows. See "13 items selected". Just show on a corner data like that.
  15. 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.
  16. 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.
  17. Enderman has a default effect for eyes where it has a purple glow. How can I tweak this in shape and glow color?
  18. Im hoping the frustum culling technique makes fps go higher because most of the time im working on very low FPS considering how few stuff there is on screen. Im 1:30 minutes on an animation and im already at 20 fps which is insanity. All I have is 8 characters, the scenario and 1:30 minutes worth of keyframes. Point lights and "complex" (not really, it's just some rig of a weapon) stuff that im not using is hidden, yet FPS are this low. My computer is a 3950X with an RTX 2080 32gb ram so it doesn't add up. Smooth FPS are the most important feature in an animation software because animation without smooth FPS is not very inspiring.
  19. Something basic lacking on the audio department is a master volume slider to control all audio sources at once. Also on the timeline for the audio tracks there should be a "solo" button.
  20. For some reason I have no Graphics setting on the menu. Why is that?
  21. It would be good if the UV editor gave you more info. Im moving around and there is no information of on what pixel I am.
  22. I made a wall on Modelbench and when I get close it gets dark. How do I disable these lightning settings? I have no graphic settings there
  23. I've made an huge wall with 10 holes on it where I will set windows. The texture for the wall is not a repeating 16x16 texture but a single big texture. When I load the miobject file on Mineimator the texture repeats in lines. I just want a single clean texture like when you load a cube and you are able to change the offset and repeat options. Any ideas?? I can add the texture inside Modelbench but modelbench has no real texturing options like Mineimator has with the offset and repeating options so I can't make the texture fit properly.
  24. You can't fix it. You may be confused with render depth. It doesn't matter what you set, alpha doesn't work throught tintled glass panes or when the background has DOF for instance.
  25. How do you "slide" the texture? im trying to move it so it matches the shape im trying to build, but when I change the texture on the ctrl+e place, it just resizes the block, it does not change the texture offset. I can't find a way to do this. Edit: I've seen moving it on the ctrl+e in one of the vertex changes the offset. Now I wonder if there is a way to make a "hole" in a block so it automatically knows how to place the texture so it's properly aligned. It would also be useful to change the texture offsent individually on each side of the block.
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