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Nimi

Retired Mine-imator Developer
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  • Posts

    2576
  • Joined

  • Days Won

    54

Everything posted by Nimi

  1. Timeline markers: Planned for 1.3.0. "Sticky"/pinned timeline instances: Not currently planned for any version of Mine-imator. Timeline searching: Not currently planned for any version of Mine-imator. 1.3.0 is far from being done with development, as it still just recently began (though in all fairness, there hasn't much development since this dev update went out) and things that are/aren't planned may jump around a ton this early on. Things you may be hoping for now won't be released to the public till the first pre-release comes out for 1.3.0 sometime next year anyways.
  2. That's outside of my control with Mine-imator using GameMaker.
  3. Blockbench supports a wide variety of different model formats. The only model format you can import from Blockbench that's supported by Mine-imator are block JSON files. Are you trying to load a different type of model?
  4. There's a settings.midata file in the 'Data' folder next to the .exe file.
  5. I already have working assets up to 20w19a with models made by @mbanders.
  6. The next update (Mine-imator 1.2.7) will include support for 1.16 assets and worlds.
  7. As of recently, he's stepped down from being a dev. He has a pretty busy life and other projects going on and understandably didn't have time for Mine-imator development.
  8. I don't think GameMaker is a joke at all, some great games have been made with it. It's just not built to be a base for a fully functional 3D animation software, let alone to the ambitious scale that Mine-imator is. Admittedly the joke here, is that Mine-imator (and Modelbench, even in the complete rewrite!) continues be developed with it. GML (GameMaker language) is the only real language I know to a proficient level other than GLSL ES for writing shaders for Mine-imator, so it's stuck in GameMaker for the foreseeable future. I plan on leaving development whether there's another dev or not after 1.3.0 or following bugfix patches as I would like to move onto other endeavors following the possible next year of development for the next major update. In the meantime, I'll be looking into possible optimizations throughout development since there are a handful of opportunities. So far, Mine-imator 1.3.0 has been updated to the latest GameMaker runtime (Was held off, as newer runtimes would usually break stuff due to possible runtime bugs.) which has given Mine-imator a somewhat-noticeable performance boost, which is very present on startup as it's been reduced by about 20 seconds on my computer. Mine-imator a single-threaded x32 application, as with almost all games made with GameMaker. Rendering all but one core on your CPU and anymore than 4GB of RAM useless in terms of performance. All mesh generation for objects, including bending body parts is done in the same thread as everything else in Mine-imator, causing a slow-down between rendering frames, ultimately dropping performance.
  9. Did you get an error message of any sort you can share? Also, Mine-imator has a backup feature-- set your file extension to .mibackup when opening a project to see them in the window.
  10. Did you mess around with your 1.15.1 assets at all? This line in the log seems to indicate that you have a texture that's at least x1024 in the blocks folder, making the block sheet huge-- resulting in a memory crash.
  11. Looks like they broke when the flattening happened with 1.13, block IDs and texture names were changed in the process. This'll be fixed in the next update.
  12. Can you provide a download to a .json file that doesn't work in recent versions?
  13. Really glad to see the feedback so far from the dev update! While this seems like a lot, there's still a lot left to Mine-imator 1.3.0's development and release is still way down the road-- possibly even sometime next year. In the meantime I'll still be giving dev updates to show progress on the update and 1.2.7 may possibly be released to help with Minecraft 1.16 support along with some bugfixes that are currently in 1.3.0, including a fix for issues related to mip-mapping;
  14. Greetings everyone! In this dev update, I'll be covering a handful of new features I've been working on for Mine-imator 1.3.0. However, before we dive into the following eye candy, I want to mention that due to the sheer size of this update, its official release is not in the near future-- and doesn't have an ETA. Unlike the past two updates, 1.1.0 and 1.2.0, this update includes a variety of goals. This includes an effort to improve rendering, animation workflow, and the interface along with adding new features that may come with them. Though during development, I'll be posting dev updates more often to give insight on how development is going. With that being said, this post will highlight a couple of the first big improvements to come to the update. Renders used in this dev update were made by @Hozq. Lighting improvements The way lighting is applied to objects has changed in 1.3.0. Before, ambiance only affected dark areas, but now, ambiance is applied more accurately to the scene by being applied additively to pre-existing lighting in the scene. This allows for brighter scenes and improves the appearance of dark areas such as areas with AO. Changes to shadows Shadows are getting a significant upgrade in 1.3.0. Previously, shadows used a method that would blur all shadows in the scene. Now, shadows are rendered multiple times determined by a new samples setting that scatters the shadow maps of lights around, allowing for shadows to be harder near its caster, and softer the further away it is. (Also to clear up a misconception, this is not PCSS. ) An improvement was also made to the way sun shadows are cast, allowing the sun to act as a proper directional light in the scene. Volumetric rays This feature has been requested many times over the past few years, and is finally being added to 1.3.0. However due to (technical) restrictions, the rays are only available for the sun. These rays are not rendered in screen-space and will appear even if the sun is not in-frame. As mentioned before, rendering isn't the only aspect of Mine-imator that will be getting improvements though however, that's the first part of this update I'll be tackling so it may be a while till other features are shown off. Until next time!
  15. This will be fixed in Mine-imator 1.3, as well as other mip mapping artifacts.
  16. Mine-imator is a 32-bit program. Unfortunately, the engine Mine-imator uses doesn't support 64-bit versions of games/apps it makes.
  17. Hi! I'll look into this for the next update, whether it be 1.2.7 or 1.3.0, depending on compatibility needs with the next Minecraft update. If you really need a fix now as the soonest possible update may not be out for a few months, I'd recommend changing the minimum and maximum bend values in the .mimodel file to really low and high values.
  18. This is not a bug. Modelbench only regenerates shapes that need to regenerate. Parts parented to a bent part don't need to be regenerated so they move instantly while shapes in the bent part update over time due to the setting being enabled.
  19. Shouldn't take anymore than a month or so I'd imagine. Reason why it's taking a while is because we're working on some UX tweaks as Voxy pointed out here;
  20. Like other missing features (due to oversights in remaking the program) in the latest 1.0.0 update, this feature will be added back in 1.0.1.
  21. I don't know. It can come out of nowhere and the errors comes from code written by the underlying engine when the program is compiled.
  22. The error has existed since 1.1.0 as far as I know. In that update, Mine-imator was moved from GameMaker Studio 1.4 to GameMaker Studio 2, and along with it came different DirectX support and other underlying graphical changes. (For either better or worse performance-wise for users.)
  23. I'm assuming the errors were related to a series of "win32 function failed" errors. I don't exactly know any root cause of the issue though from what I've gathered, it's tied to the engine Mine-imator uses and possibly running out of memory (Other games that use the same engine like Undertale, Deltarune, Forager, Strikey Sisters, etc.) also fall victim to the issue time-to-time on a rare occasion but Mine-imator, being an animation software, will naturally use up more RAM than your average indie game. Doesn't help that the GameMaker engine also only supports x32 exporting for Windows computers. All I can provide for help is to try closing any programs you may have open, lowering render settings (such as sun light, spot light, and point light buffer sizes) and removing resources you're not using in your project(s) to reduce RAM usage.
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