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Nimi

Retired Mine-imator Developer
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  • Posts

    2576
  • Joined

  • Days Won

    56

Everything posted by Nimi

  1. 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!
  2. This will be fixed in Mine-imator 1.3, as well as other mip mapping artifacts.
  3. Mine-imator is a 32-bit program. Unfortunately, the engine Mine-imator uses doesn't support 64-bit versions of games/apps it makes.
  4. 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.
  5. 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.
  6. 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;
  7. 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.
  8. 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.
  9. 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.)
  10. 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.
  11. The new update has some effects that are ran in the viewport. Try turning off modeling ssao and turning the shape outline down to 0%.
  12. Download 1.1.5 Version 1.1.5, 2023.02.28, changes: This patch focuses on parity with Mine-imator 2.0's interface and feature changes. Due to changes with the GameMaker, Modelbench is only available for 64-bit Windows computers. Full patch notes available below: Version 1.1.4, 2021.02.12, changes: This patch focuses on bugfixes. Full patch notes available below: Version 1.1.3, 2021.01.16, changes: This patch focuses on bugfixes and file dropping support. Full patch notes available below: Version 1.1.2, 2020.09.02, changes: This patch focuses on stability and fixes bugs related to controls. Full patch notes available below: Version 1.1.1, 2020.08.28, changes: This release focuses on further improving the program's user interface and controls, based on user feedback. Notable changes include: ?️ A new, context-sensitive actions bar at the bottom of the screen, which lists all the available commands and shortcuts. The resize tool joins the modeling toolset, allowing you to resize shapes from the viewport. ?️ The camera controls now use the left mouse button by default, just like previous versions. A setting to change it back to the middle mouse button is also available. ? By popular demand, walk navigation has been brought back! While you can still access it by holding down the right mouse button, a handy button is also available in the viewport's toolbar. ? Various improvements to the user interface and experience. Full patch notes available below: Version 1.1.0, 2020.08.16, changes: Controls Changed navigation controls: Added panning (Shift + Press mouse wheel + Drag mouse) Changed orbit control (Press mouse wheel + Drag mouse) Removed first-person navigation Added settings to top toolbar: Absolute snapping Enable/disable overlays (eg. Grid, gizmos, outlines..) Wind settings Viewport render options (Flat, shaded, and textured.) Viewport shading options (Solid and textured modes only; Ambient occlusion & lighting) Blocky bending Added bend tool, allows editing: XYZ bend angles (Wheels) Bend offset (Bend tool icon) Bend size (Bend handles) Added group-select. (Left-click + Drag mouse) Added plane gizmos for the pivot, move, and multi-transform tool. Added object panning for the pivot, move, and multi-transform tool. (Press and drag tool icon in the viewport.) Added "New model" and "Import model" shortcuts. (Shift + "New model" shortcut will create a new model from a template.) Added snapping for XYZ scale viewport gizmo. "Save model" shortcut + "Shift" saves the model as a copy. Changed default snapping behavior in the viewport, value(s) now snap relative to the original value(s). (Absolute snapping reverts this.) Gizmos now fade away at grazing angles. Mouse position now wraps in viewport area when moving gizmos/navigating. (Also applies to UV editor.) Lowered default snapping value when snapping is not enabled. Interface Added element search. (Moving elements in the hierarchy is disabled while active.) Added highlight to elements in the viewport when hovering them in element list. Added "locale" string for language files. Language setting now uses given language name in included language files. Element names can now be edited in the element list by double-clicking them. Shortcuts are now displayed in the side menu. File dialogs for importing a model and browsing templates now use correct captions. Snackbars now fade when closed. Model save errors are now combined into one notification. Closing the menu or switching menu tabs now closes the "About" popup. "Allow Minecraft skins" and "Hide shapes" settings now support undo/redo. Updated error and accent colors. Updated startup splash. Updated icons. Updated program icon. Models Added .obj exporting. There are a handful of restrictions due to the limitations of the format. Added "Feature set" program setting to hide specific features in the interface, models will still be saved as .mimodel. Duplicating parts will now add a duplicate suffix. (eg. (1), (2), etc.) Bugfixes Fixed snackbar memory leak. Fixed textbox click area for wheels. Fixed viewport toolbars becoming opaque when the mouse is nearby while the side menu is open. Fixed "Inherit bend angles" affecting parts with no bendable axes. Fixed interface colors updating mid-frame. Fixed model scale snapping while snapping is disabled. Fixed model scale intensifying move gizmos. Fixed size of pivot tool gizmos changing based on shape offset values. Version 1.0.x:
  13. Ah yes, the calm before the storm. :smirk:

    1. Show previous comments  8 more
    2. Lock_downmc213

      Lock_downmc213

      @Hozq ? (Considering that you tested the MB, I won't believe you until i see these 2 release in my eyes, IF your right)

    3. Ethaniel
    4. Hozq

      Hozq

      @Lock_downmc213 i have no idea why you wouldn't believe me if I'm a beta tester, feels like it should be the other way around but @Ethaniel just proved it.

  14. Can you provide a link to the pack you're trying to use?
  15. I'm genuinely sorry that this happened to something you worked hard on. At the moment I have no idea what caused the crash, what caused the project files to be deleted, nor how to get the files back since something like this is almost never reported in detail. There's not much here I can go off of based on what you've said so far. (Other than import images as an item, but it works fine with various images up to 4k with 3D enabled on my computer.) Is there anyway you can recreate the issue and explain everything step by step so I can look into the issue and prevent it from happening again?
  16. For an isometric effect, I'd recommend bringing the FOV down as low as possible (without causing Z-fighting due to precision errors) as isometric rendering doesn't have any perspective. Some settings I'd recommend: The rotation point distance and position of the camera is irrelevant to the actual effect. For rotating, I'd recommend using -135 as a base and rotating at every 90 degrees from there.
  17. Topic locked due to being derailed. While having multiple accounts is against the rules, there is no need to run a topic into the ground over explaining a rule. Just report the issue and move on and refrain from getting hostile towards each other.
  18. Merry Christmas! ?

    1. Show previous comments  2 more
    2. Draco63

      Draco63

      MERRY CHRISTMAS!

      also pretty sure everybody here thinks you're awesome, so

      YOU'RE AWESOME!

    3. TwoToRule
    4. ShadowUnicorn_Gaming

      ShadowUnicorn_Gaming

      Merry late christmas <3

  19. Made this a while ago (Last month or so?) because I was bored while messing around with the block models and leaf colors, eventually turned into a wallpaper. Also messed around with a Minecraft Dungeons-like look for the facial expression and used custom textures to simulate the block AO you'd find in Minecraft.
  20. G'day, morning, or night everyone. Today I'll be sharing some news that'll affect the Mine-imator 'brand', and news regarding the next updates to Mine-imator and Modelbench. WIP rebranding As the title suggests, the Mine-imator brand is currently going through a major rebrand. Voxy and I have had this in mind since early 2017, and was very close to being given to The Community Build if Mine-imator 1.1.0 didn't start development! Since then, Voxy has gradually established a new unique look for the brand and now, we're ready to start rolling it out. Modelbench being the first step, as it served as a good test for trying out what we wanted out of the design changes. (This is why the Modelbench beta looked different from Mine-imator and why promotional images looked unique.) Also, this new look will be one of the last big things I do for Mine-imator and its brand before I leave as a developer. More on what the rebrand entails be revealed in the future. Modelbench 1.0 / Mine-imator 1.2.6 For those who don't know, the Modelbench 1.0 "update" is a complete remake that started back in May. It has since been roughly 6 months and due to the cleaner code, it's coming along great! At the moment I'm wrapping up some of the final features (ones returning from the beta and new ones!). Also, the next updates for Mine-imator and Modelbench will contain changes to bending that will allow smoother bends on larger body parts among other new settings to use in models and some improvements to bent 3D planes. (Which may break some current uses of bent 3D planes, though it will vary depending on how they're used.) Should also be worth noting that some models created in future Modelbench versions may not load in Mine-imator versions prior to 1.2.6 due to changes/new features for models. That is all for now, unfortunately I can't reveal *too* much but rest assured, some big things are coming! And speaking of...
  21. As far as I'm aware, current implementations of PBR in GameMaker Studio 2 don't support casted shadows from multiple light sources. Certain engine limitations(Like no HDR support) prevent that I believe.
  22. Nimi

    filing

    I don't think this is a bug. You're probably selecting everything and then once you start to move them, they're treated as separate objects with no hierarchy, which causes the split up. Select only the parents when moving to keep their children.
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