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Shane

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Posts posted by Shane

  1. On 11/19/2022 at 3:04 PM, cuteskyler said:

    Great job, guys, I'm sure CD Projekt Red would be proud!

    image.png

    the armchair developers here

    yikes

    On 11/18/2022 at 11:00 PM, Nimi said:

    670439504_pre-release5.png.257b116e991911568abb58743ac68ba3.png

     

    Hello everyone! The second phase for Mine-imator 2.0's pre-releases is now available for testing, this phase includes overhauls to the interface, rendering, and animation, and plenty of quality-of-life additions. The features included here have been in development for over 2 ½ years, so expect bugs! As always, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.

    Note: Back up your projects before installing, or install in a separate location!

     

    Get for Windows

    Get for Windows (.zip)

    Get for Mac

    Get for Ubuntu/Debian

    Get for Linux (.tar)

    Get for Windows 32-bit

    Get for Windows 32-bit (.zip)

     

    2.0 Pre-release 5 (2022-11-18), changes:

    Interface

    • Updated interface to use the Inventory, an interface design by Voxy.
    • Updated Mine-imator logo and program icon.
    • Timeline changes
      • Added icons to timelines.
      • Added icons to preview the contents of folders.
      • “Loop” options have been combined into a single button, clicking will cycle the modes.
      • Changed timeline zooming to require the 'Control' button to be held. (Shift for horizontal scrolling, no button for vertical scrolling.)
      • Selected frames/time is displayed next to the time.
    • Startup changes
      • Added splashes when loading assets.
      • Added project pinning.
      • Projects can now be sorted by name and date last opened.
      • Changed project thumbnail size.
    • Added new program modes:
      • Simple: Recommended for beginners, complex settings are hidden.
      • Advanced: For users familiar with the software, access to all settings. (Requires upgrade.)
    • Viewport changes
      • Added "Flat", "Shaded", and "Render" quality modes.
      • Grid overlay settings are per-project.
    • Added "Render pass" setting to preview data in "Rendered" mode.
    • Added math support to textboxes.
    • Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.)
    • Added support for manual input in sun/moon time and rotation wheels.
    • Added “About Mine-imator” popup with credits and links.
    • Added themes (Light, Dark, and Darker) and customizable accent colors.
    • Added preview images in the workbench.
    • Reorganized the Workbench. (ex. Lights and Shapes are in one menu.)
    • Replaced the toolbar with “File”, “Edit”, “Render”, “View”, and “Help” dropdowns.
    • Audio can now be previewed at different points in the resources tab.
    • Holding “Shift” now allows precision when dragging components.
    • Shortened panel tabs now show a tooltip of the full name when hovered.
    • XYZ scaling is proportional.

    Rendering

    • Added alpha modes to change transparency is rendered:
      • Blended: Transparency behaves as it has previously. Has clipping issues but can be tweaked with “Render depth”.
      • Hashed: Noisy, but fixes most rendering issues with transparency.
    • Added PBR support:
      • Introduced metallic and roughness properties.
      • Supports material and normal maps, using the SEUS PBR format. (Red = Glossiness, Green = Metallic, Blue = Emissive)
    • Added “Subsurface scattering”. (Replaces “Bleed light” settings.)
    • Added “Indirect lighting” render settings.
    • Added “Reflections” render settings, and specular highlights from lights.
    • Added “Gamma correction” render setting.
    • Added “Transparent shadows” render setting.
    • Added "Size" setting for light sources, determines shadow softness.
    • Rendering now uses multiple samples from the scene to produce better results for some effects.
    • Improved Anti-aliasing.
    • Improved sun shadows, now directional and visible from anywhere in the scene.
    • Improved ambient lighting.
    • Improved blurring effects. (Glow, bloom, etc.)
    • Improved anamorphic bloom streaks.

    Timeline features

    • Added new playback buttons:
      • Skip between keyframes in select objects.
      • Move forward/back by 1 frame.
      • Play from the start of the selected region.
    • Added timeline markers.
    • Added "Color tagging" to help highlight and filter timelines based on selected color.
    • Added "Ghost" toggle for timelines to hide them from the list.
    • Added custom settings for timing markers.
    • Added scrollbar for timeline name list.
    • Keyframes can be selected by clicking them once.

    Paths

    • Added "Path" and "Path point" timelines, paths are constructed by parenting points to "Path" timelines.
    • Added "Follow path" setting in the constraints tab.
    • Particles can use paths as a spawn region/bounding box.
    • If a path is a particle attractor, two settings are available:
      • Directional force: Adds force along the direction of the path.
      • Vortex force: Adds a spinning force around the path. (Like a tornado.)

    Controls

    • Added interface setting to split controls into specific tools:
      • Select tool (No gizmos.)
      • Move tool (Position arrows and planes.)
      • Rotation tool (Rotation wheels.)
      • Scale tool (Scale handles and XYZ editing.)
      • Bend tool (Bend wheels.)
      • Transform tool (Move, rotation and scale tools combined.)
    • Added support for common textbox shortcuts:
      • Home/End key support to jump between the start/end of lines.
      • Word skipping. (Ctrl + Left/Right)
    • Added "Save as" shortcut.
    • Added camera panning. (Shift + Drag left mouse button)
    • Added "View instance" shortcut to jump to a selected object.
    • Holding "Control" while group-selecting keyframes will now deselect them.
    • Holding “Shift” now allows better precision when moving objects.

    Environment

    • Added new color settings for leaf blocks for 'custom' biome setting.
    • Added directional wind settings.
    • Added "Twilight" toggle for environment changes during sunset/setrise.
    • Updated default clouds settings to better resemble Minecraft clouds.
    • Default clouds texture is no longer cropped to 32x32 pixels.
    • Biomes are combined in one list and can now be animated.

    Particles

    • Added rotation support for particle timelines, now rotates the “Launch angle” of particles.
    • Added new particles; “Electric spark”, “Potion effect”, and “Teleport”.
    • Updated default particles.
    • Default particles now use the language file.
    • Improved bouncing when hitting their bounding box.

    Minecraft support / Assets

    • Added structure block file support. (.nbt)
      • Integrity can be changed to randomly filter out blocks.
      • If available, palettes can be chosen.
    • Added support for custom player heads in scenery.
    • Added support for shields in the new “Pattern editor”.
    • Added "Trees4.schematic".
    • Updated Minecraft assets to 1.19.

    Inverse kinematics

    • Added “Inverse kinematics” settings to limbs:
      • Target: a setting for choosing another object in the animation to rotate/bend towards.
      • Angle target: another object in the scene to use for rotating towards.
      • Angle offset: A rotation value to offset the twisting from the angle target.
      • Blend: How much IK should rotate/bend the limb.
    • Limbs that meet this criteria will support inverse kinematics:
      • The body part must have bending.
      • Can only bend on the X axis.
      • Defines the "End offset" setting. (Ex. Distance from elbow to hand, knee to foot, etc.)

    Animation

    • Block texture animations, wind, clouds, and particles are synced with the animation.
    • Particles will be cleared if the marker goes backwards.
    • Added "Bézier" transition.
    • Added “Wind influence” slider for objects.
    • Organized the transitions list.

    Camera

    • Added “Zoom amount” setting for the distort effect.
    • Added “Rotational” mode for camera shake.
    • Cameras can be closer to objects without clipping through them.

    Changes

    • Renamed settings:
      • “SSAO” -> “Ambient occlusion”
      • “AA” -> “Anti-aliasing”
      • “Alpha” -> “Opacity”
      • “Brightness” -> “Emissive”
      • “Graphics” (Timeline panel) -> “Appearance”
      • “Background” -> “Environment”
      • "Show seconds" -> “Show intervals”
    • Added mesh caching to speed up bending limbs.
      • To prevent excessive memory use, bend angles are snapped by 0.05° internally and only update every quarter frame.
    • “Render” and “Graphics” settings are combined and are per-project.
    • Renamed "schematic" resources to "scenery" in the interface.
    • Updated cloud name settings.
    • Optimized noise texture generation.
    • Loading popup will now show overall progress when loading multiple assets. (Ex. When loading a project.)
    • Resetting camera position/rotation now always defaults to 0.
    • Updated text when canceling movie exporting to "Are you sure you want to stop rendering?".
    • Sunrise and sunset no longer affects fog size.
    • Timelines no longer use a random color for keyframes.

    Moved

    • Moved playback time and buttons into a new timeline header.
    • Moved the "Select all keyframes" button into a right-click menu.
    • Moved “Blades” and “Blade Angle” settings into a new “Aperture settings” group.
    • Moved “Grid snapping” to the viewport.
    • Moved “View Grid Size” to the viewport.
    • "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons are in a right-click menu.
    • Position, rotation, scale, and bend tabs are combined in a new "Transform" tab.
    • Color and texture tabs are combined in a new "Material" tab.
    • The workbench button has been moved into the viewport.

    Removed

    • Warnings when attempting to create a project:
    • Empty project names will use a default name.
    • Duplicate project names will be given a numerical suffix.
    • Rotation loops setting.
    • Custom interface color settings.
    • Custom interface font setting.
    • "Shadow blur size" and "Shadow quality" settings.
    • "Follow camera" and "Sunlight range" environment settings.
    • “Gigantic (8192x8192)” option for Point light buffer size.
    • FPS interface setting. (Custom FPS can still be set in the settings file.)
    • Custom watermark settings.
    • "Desaturate night" environment setting.
    • "Noisy grass/water" graphics setting
    • “Block glowing” / “Block glow threshold” graphics settings.
    • "Custom object fog color" environment setting.
    • "Foliage tint" appearance setting.
    • "Bleed light" / "Foliage light bleeding”.
    • “Advanced Color Effects” button.

    Bugfixes

    • Fixed texture filtering artifacts.
    • Fixed frame outlines leaving particle sheet preview.
    • Fixed "redo" creating particle creator new particle type in particle creator.
    • Fixed "undoing" creating particle creator not working. "Redo" creating a new particle creator.
    • Fixed crash when "redoing" duplicating particle type. (If "redoing" from before particle creator was created.)
    • Fixed "redoing" deleting particle type not working. "Undo" crashes after redoing. (If "Redoing" from before particle creator was created.)
    • Fixed crash when deleting huge hierarchies.
    • Fixed sunlight in low-quality rendering.
    • Fixed timeline selecting being offset depending on scrollbar.
    • Fixed crash if an asset's file extension wasn't fully lowercase.
    • Fixed timelines and keyframes disappearing on edges of the timeline.
    • Fixed slow viewport navigation during lag.

    Known issues

    • Particles spawned from the “Spawn particles” shortcut won’t show until the marker moves forward.
    • Preset particle loading issues.
    • End time value for sound effects not working.
    • Crash when selecting items with the "Surface properties" tab open with material maps enabled.

     

    Installation:

    Windows: Run the installer executable or extract the .zip archive before running.
    Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
    Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder:

    sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb

    Mine-imator can then be found in your Applications menu.

    Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable.

     

    We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!

     

    Donate to Mine-imator development

    ($5+ one-time or recurring)

    You guys are insane, I can't believe after a decade of using mine-imator that i'm actually gonna use IK . I can't even begin to comprehend the amount of trouble you guys went through just to please some internet people.

  2. You two are legends! I've been using MI for almost a decade at this point. And watching it grow from a niche game maker project to what looks like a professional-grade animation software is mind-boggling.

     

     

    I thank you for your efforts Nimi. You've been an incredible developer and I wish you nothing but good luck with your next projects.

     

    Also give us the source code pls :ph34r:

  3. deeztranslate.png

    Hello everyone, I've been hard at work for the last 2 days on a a silly little project for automating the process of translating Mine-Imator.

    It's just a glorified JSON reader but it gets the job done. I took on this project mainly to practice and experiment with front-end development.
    Essentially, you choose a language, hit the button, and after a few minutes it will output the translation file with all the values translated.

    I still need to add a few things like a download button (to replace manually copying the text) and maybe making it look prettier, but yeah, just wanted to share my progress with it so far.
    I will continue to update this post as new features come in.

     

    The web app is deployed at https://kapeet.github.io/mineimator-translator/ and the repository for the code is also available at https://github.com/Kapeet/mineimator-translator/.
    Feel free to fork the repo, or write any suggestion that you think would help out with this project,

     

  4. Hey everyone, I'm just swinging by to drop my yearly post and then skedaddling.
    This is something I have not seen brought up in this section besides maybe 2 posts that went nowhere and have been long closed.

    We've already seen users in these forums achieving amazing things like Volumetric Lighting and Real-time Reflections.
    These are things that aren't even supported in the current version of Mine-Imator (As far as i know) but we have still managed find find ways to either fake them or make them work without native support from the software itself.

    I think the next logical step would be adding plugin support, or even just making an API for Mine-Imator.
    I've never used C++ but over the last 2 years I've been learning how to code as a hobby and have found APIs to be an amazing tool for developers to use.
    An API (or any other way to manipulate the code) for Mine-Imator would allow us, the users, to come up with whatever suggestions we'd like and actually implement those suggestion ourselves.

    I've been slowly transitioning from using Windows to Linux (ubuntu btw xd), and I've noticed that in Linux, most of the packages are user-made and open source.
    Hell, the operating system itself is open-source - meaning that if you wanted to customize and edit the very operating system you're running on your computer, with enough technical knowledge and know-how, you could theoretically craft a unique experience for your device.

    I was wondering what would happen if Mine-Imator would take the same approach, where, In a few years from now, we might have a whole forum section dedicated to user-made plugins.
    Do you want Ray-Tracing in Mine-Imator? Boom, there's a plugin for that. Walking cycle automation? Boom, there's a plugin for that. etc, etc.

     

    Everything I just said is a big shot in the dark. There are lots of things to address like virus  and exploits via plugins, how to even implement such a thing, or whatever else that can turn this idea off, but I did want to at least get a discussion going about this thing.

    Also, a little disclaimer:
    I am by no means discrediting the Mine-Imator development team. Heck, I wouldn't achieve 250k subs on YT without them, They really made a banger software here.
    I am also not claiming to be some god-tier programmer who can remake Mine-Imator or something, I'm just a forum user with an idea.

    I'd really like to hear your thought on this suggestions.

    Thank you for coming to my TED talk, I was cringy minecraft school kid xddd

  5. I came back in a time of great need, I need a Minecraft version of the TF2 custom map Mario Kart, here's it's workshop link so you can look at the pictures

    https://steamcommunity.com/sharedfiles/filedetails/?id=1178525967

    Even just the part of the map seen here will do:

    Spoiler

    maxresdefault.jpg

     

  6. 6 hours ago, Duychung said:

    stop lying Gaben, u already nerf My favorite item in this game

    I mean, forcing spies to actually use their brains and plan their attack instead of letting them blindly run into the enemy team, kill everyone and get away with it seems like a good idea in my opinion.

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