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moniker

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Everything posted by moniker

  1. Mineimator alternatives don't look like vanilla Minecraft and are too complex to use. I would be happy with current graphics, I would only like the alpha transparency bug fixed as far as graphics, the rest should be spent trying to make the software functional, that is, not lossing a ton of framerates as you add in stuff.
  2. Something that's missing UI wise is to searhc on the parent list: You have to scroll up and down manually trying to find what you want to parent it with. If you could search by name it would be faster since you would filter out a bunch of things so even if it had the generic default name it would be faster to find. Similarly, another pointlessly scrolling moment is everytime you want to find the camera and audio track to match the keyframes within the current camera position or sound event. The timeline search helps but it would be better to have a way to pin the object you want to always have it visible when it comes to camera and audio timelines at least. Perhaps I would also use it on the main character of the animation as well since those would be the most used things and you really want them to have them accessible fast at any rate.
  3. Can we get "infinite clouds"? As it stands, clouds disappear when you travel too far away from a given point, which is not too far. It sort of skips all of a sudden. I would still like to see a way to have the Camera and audio timelines visibles since I place keyframes always around these timelines.
  4. If im making an animation based on an island seems evident that using the ground texture as the water texture makes sense instead of having an huge schematic made of water to create an horizon, the thing is, the ground texture has no transparency. How could some transparency be added? Perhaps adding an alpha slider for the ground texture could come handy for something like this. The water also looks a bit weird, it doesn't look blue enough. I can edit this a bit by chosing a custom biome and tweaking the water color but it's still not looking like vanilla water.
  5. The project is loading and closes itself while loading the stuff, no error log or anything. Why is that? Im checking my RAM while loading and it didn't hit 3GB.
  6. Im opening a schematic that has doors I don't need to animate yet it doesn't ask me if I want them on the timeline or not, it just adds them by default. I don't understand why sometimes im asked to add them or not.
  7. On the "Name" "Kind" "Spawn rate" columns, each instance has a profile to customize settings but the seed is the same for all. My suggestion is to be able to have a custom seed for each instance. As of right now you have to create a new particle object with a different seed. Example: You want an explosion that throws different blocks in the air (wood, stone, grass). If you wanted to control where the pieces land you would need a custom seed. As it stands now you must create 3 diffeernt particle objects for each block type to control to the seed when it would be easier if optionally you could control the seed for each type of particle within the same particle object.
  8. Notice that somehow the keyframes are located in between the timeline numbers. I don't know how this happened, but I don't see a way to fix this, I have to delete the keyframes because they move in between the numbers when I try to move them. I wouldn't like to delete every keyframe where this has happened. Please fix.
  9. Being able to zoom out as far as possible is needed to know where you are at in the project and easily find stuff, not a solution. Not sure how to go about this. Enabling "toggle controls, wireframes and highlights" option kills a bunch of fps too when it shouldn't.
  10. Not sure how justified is that showing tiny diamond shaped 2d sprites takes half of your FPS even if there's a bunch. There should be a way around this. I mean we are talking about an empty project with a character walking consuming 30 fps. That's a problem.
  11. Even with a 3090 RTX the program would cause a FPS drop. See: https://www.mineimatorforums.com/index.php?/topic/84884-what-exactly-makes-framerate-so-bad/&do=findComment&comment=849898
  12. I have realized something doing some testing that further points to how one of the biggest problems is how the program handles keyframes. On this project the only thing going on is Steve walking for 4 minutes. As I copy and paste the walking cycle the FPS keep going down from 60 to 25 ish: Now look what happens when I zoom in: The FPS go back to normal. As discussed before, having the Work camera open, wireframes etc enabled also lower FPS. And we are talking about an empty project with steve walking. The moment you start adding in more stuff and animating, after 5 minutes the program is pretty much unusable. And at only 2 minutes in the program is already unsatistactory to use (the FPS go lower but still not insanely slow, but still annoying to use because animating at less than 60 fps is not fun). There isn't anything going on on the screen that would make a $3000 computer choke half of the framerate. The program is using 4% of my CPU power and 1% of GPU, 2,145MB of RAM for this project, yet as the screenshots show, it shows a massive fps drop.
  13. Im ok with this, however when you are working with some lag (most of the time unfortunately) there is a bit of a delay when you click on something, so one may end up double clicking by mistake enabling the rename function by accident. Perhaps add a rename icon next to the 3 existing ones (select all, lock, hide). Here is where I mentioned a pin button should be for at least non-parented stuff (useful for the camera timeline for instance)
  14. I can finally request sticky object on the timelines in dark mode.
  15. I didn't even post any crash logs. I reported how RAM memory was going up triggered by a rig and you somehow thought it was "the rigs fault" and not the software, and called fixing this "a bad idea" which is nonsense, just as all of your complains about my suggestions/bug reports.
  16. I can't remember right now. It was I think some sort of robot or creature.
  17. If you did you wouldn't confuse a memory leak report with it somehow being a feature request.
  18. That's because you post it's a bad idea before even reading the post, or either you can't tell a bug report from a suggestion.
  19. The "feature" im suggesting here is just a shortcut, far from complex. The stuff I've suggested is most often very simple to implement. You can't tell a bug report from a feature suggestion as you demonstrated on the thread I linked to. Bug which got fixed and both Nimi and David upvoted me for reporting it.
  20. It doesn't prove it isn't a good idea. You just come to my threads to claim how something is a bad idea, even when im reporting a bug:
  21. Yet all of them have been added sooner or later.
  22. No shortcut does that. thats why im saying.
  23. As you can see, the camera keyframes are barely visible. I don't see a way to tweak this. Also, the text when you click on some value to change it, it's barely visible, see the Y angle value You can't barely read 180. The blue line is also barely visible on that dark circle. You can try to tweak this by changing other stuff that in exchange ruins something else. Something more specific is needed for these boxes and for the text when the cursor is blinking to change the value. The lines are also confusing when trying to discern between visible and invisible keyframes, what is and isn't selected etc.
  24. Another basic thing that's missing: The "enter" key should work as a Play/Pause toggle. As of right now, you have to constantly move the cursor to the Play/Pause icon which is a massive of waste of time. Having it set on the enter key it's much faster. Right now it's set to "play from marker" which im sure it's much less used than Play/Pausing which everyone does constantly. Put the "play from marker" in another Key, or just let us choose in the menu. Notice that spacebar does not Play/Pause, it plays, then resets back to the starting position. Could this be added in the next update?
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