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Nimi

Retired Mine-imator Developer
  • Posts

    2576
  • Joined

  • Days Won

    56
  • Posts

    2576
  • Joined

  • Days Won

    56

Everything posted by Nimi

  1. In 1.3, light sources will have a new "size" setting to determine how wide/blurred their shadows are.
  2. The world importer is a separate program from Mine-imator and doesn't use GameMaker Studio. All you'll need to edit the files is Visual Studio (which is free), code can be downloaded from here; https://github.com/stuffbydavid/Mine-imator-world-importer Support for the new default world size will come in 1.3 in late summer after Minecraft 1.17 is out. This way, 1.17 is done with experimental changes and I can make program changes accordingly to the final release.
  3. MatCap is just applying circular texture to a mesh based on its shape. Doesn't look good at all on flat surfaces, as they surface only faces one direction. (Which'll result in only one color from the MatCap texture being used.)
  4. I'm aware of this issue, however I won't be fixing it as most tooltips will be removed in 1.3 as most settings are self explanatory.
  5. Early releases of 1.3.0 won't be out till late Summer.
  6. Not a bug, blocky bending only supports "limbs", which are body parts that only bend one way and don't have a custom bend size.
  7. Nimi

    Doge

    wow. much coin. very hodl.
  8. Mine-imator currently has a slow startup that'll be improved in 1.3.0. Nothing can be done about that in older versions.
  9. Mine-imator 1.2.5 can't load 1.16+ assets. Updating to Mine-imator 1.2.7 will fix the issue.
  10. Texture loading issues will be fixed in 1.1.3.
  11. There was nothing wrong with the rig. It was Mine-imator's faulty handling of text which requires a bugfix for Mine-imator that'll come in 1.3. Now-- we're moving on from this.
  12. Made with Mine-imator 1.2.7 in about 3 hours. Audio source in description.
  13. After looking into the memory leak issue, it seems to be from text ending with a newline. As for the asterisk, that's displayed when there's been any sort of change to the project since the last save, couldn't tell you as to how Mine-imator sensed a change of some sort.
  14. Due to the new graphical features, exporting 4k renders and animations will be difficult for the program.(Depending on computer specs and what settings are enabled.) I can't imagine Mine-imator handling 8k exporting due to the memory requirements of the resolution. Besides, you can set a custom resolution if you need or want to try 8k exporting.
  15. Greetings animators. And happy holidays! I know this year has not been easy for any of us-- from million-acre forest fires, a worldwide pandemic, and everything in-between. I am sure the long wait for 1.3.0 has not helped either. To end this year on a high note, I'll be sharing a progress report of what's been going on with 1.3.0's development, showing how it'll play out until release explaining why this update is taking a while. Inventory In the previous Dev update, I mentioned Inventory, the new design language designed by @Voxy planned to be in the next update. I have been working solely on Inventory's addition since early September (Before the last dev update!) and still working on it. Since Modelbench's full release, Voxy has been hard at work refining the design language. Nothing too extreme, these changes are far more visually appealing and coherent than ever before. I plan on finishing Inventory sometime before next Spring. The endgame After 5-7 months of Inventory's development, I'll be moving onto more graphical features I still have planned. Afterwards, I'll be looking into optimizations to help with render times like frustum culling which will help with off-screen objects. After all this, I think it will be Summer and close to the next Minecraft update. I will be taking the remaining time to refine and polish the update for public pre-releases soon after Caves & Cliffs releases in late Summer. It will be a long wait for sure, but I am sure it will be well worth it! That's all I have this time around; I don't have new features to show since Inventory is my top priority till Spring. Until next time, I hope you all stay safe and have a happy new year!
  16. This feature has been suggested a lot in the past. I don't often give the reasons why I won't add multi-user, but since its been a while... The hosting will have to rely on one of two things: Dedicated servers or users port forwarding their projects. We can't afford servers and I'm sure most users would be confused on how to setup port forwarding. It's not very friendly on slow connections. When a user would add a new asset that's large in size(like a large scenery file or a model with high-res textures), it would need to be sent over to all other users to download before their program can start to load it in. There's also the potential issue with "rubberbanding" in slow connections which can be forgiving in games, but not in software. Undo/redoing actions made in the project proves to be another issue. I'm not experienced enough with net code to realistically add multi-user to a program that's entirely focused around single-user changes. There are simply other priorities over multi-user. Currently there's a major update in development that overhauls the interface and rendering capabilities among other things and is planned to release sometime next year and starting to investigate a new large feature this late into development isn't viable. While this feature may not be added, you can still use a file hosting service (like GitHub or some alternative) where you can host a Mine-imator project and each user could theoretically make changes on their own end by themselves and submit their individual batch of changes. I don't know how well something like that would work but it's certainly worth a try if you really want some sort of collaboration.
  17. Judging by the last few lines in the log, Mine-imator can't see 1.16.1 or 1.16.2 .midata files for Minecraft assets. Try downloading the 1.2.7 archive, extracting it, and copying the 'Minecraft' folder(In the 'Data' folder) to where your Mine-imator directory is. (C:\Users\Dell\Mine-imator\Data)
  18. At the top of lists, there are buttons you can click to sort items in the list. (Ex. Clicking "Name" will cycle through ascending, descending, and will disable sorting by all the objects' name.)
  19. In Modelbench you can drag objects horizontally and vertically in the camera's view and use planes two move on two axes at the same time. This'll be coming to Mine-imator in 1.3.
  20. Roughly a month or so after the Minecraft: Caves and Cliffs update releases.
  21. This is already in Modelbench and will be added to Mine-imator 1.3.
  22. Mine-imator 1.3's SSGI feature allows light to bounce once from any "lit" surface, whether the surface be lit from a light source, or the surface itself is bright. It's not recommended to double down on using SSGI for mesh lighting as it can give crude results(lighting is based on surface visibility to the camera, SSGI settings such as range and strength are global to the scene), but it's certainly something you can use for quick and dirty automatic lighting.
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