Everything posted by Nimi
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Hi! This bug will be fixed in the next update of Mine-imator. There is currently no ETA for the next update, so stay tuned! https://i.gyazo.com/80562b05cc7381ebb2dda399b3d47853.mp4
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The toolbar in the screenshot is actually the new home for the buttons to add elements. At the bottom, have the buttons to choose between different gizmos in the viewport.(Instead of them appearing if you have certain tabs open.) These have shortcuts that you can use to switch between them.
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?
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Yes!
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Hello everyone! It's been a while since the last dev update. The last Modelbench beta update was released over a year now, so here's a dev update touching base with what's going on. To begin with, Modelbench as a whole is in the middle of being remade from scratch, starting from May. Here are some reasons as to why I've decided to remake it: Source code was a mess... Originally, Modelbench was developed (in a rush, no less) to create resources for Mine-imator updates. It wasn't designed as a tool for the community. This had a pretty big effect on how everything was set up internally, and cleaning it up would require going through every bit of what I made, which would be time-consuming. Combined with how new I was to programming at the time with poorly written code everywhere, remaking it from scratch sounded faster than tediously rewriting syntax and restructuring most of the source. Open source! When I eventually leave as a Mine-imator developer, I don't want to keep Modelbench's code to myself. Especially if modders (or future developers) want to add new model features. Previously, I wouldn't consider making Modelbench open source, but I've changed my mind now since it'll be set up better this time around. Modelbench will be open-sourced when 1.0 launches. Since Mine-imator 1.2.4, I've been devoting almost all my development time on solely Modelbench to make it the best it can be, and promptly. This remake has also allowed Voxy to revise some design choices, making for a better modeling experience as a whole. While I still don't have a release window for when the next version will be made public, this remake is being developed much faster than Modelbench was previously. That's all the news I have for now concerning Modelbench, I hope this could answer some questions as to what I've been up to lately. I'll be showing off some of the new exciting features soon, so stay tuned! In the meantime, here's a teaser to keep you waiting!
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This could be because Modelbench can't find the model in the last place it remembers loading it in.
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script_execute is only for scripts already included/compiled in the program.(Mainly so you can execute them dynamically through variables.) The GameMaker engine doesn't support loading external scripts/code.
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Curved mouths and whatnot are possible through a feature that was added in 1.1.0 called "Inherit bend", which allows body parts to inherit their parent's bend value(s), and by placing certain body parts in spots and slightly adjusting the bend value of them, you can achieve a curved shape. If you want an overview of some of the big changes between 1.0.6 and now(1.2.4):
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Performance usually depends on what's being rendered in Mine-imator and not what's being held in memory.(Though having multiple HUGE scenes could be an issue.) I can have a ton of human models in my scene and the performance will drop, but once they're hidden, a lot of performance is restored. Also, Mine-imator is single-threaded, so multiple cores won't help you too much with making Mine-imator run faster.
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1.0.0 is still in heavy development with no ETA I can confidently give out.
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If you want something to do and are considering making it, make it. The decision ultimately comes down to you. ?
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I'll look into it for the next update. That's not how it works. You need to use a texture like this;
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Depend on the cause of the crash. Do you get any sort of error?
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What version of Minecraft is the resource pack made for?
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render issue Its look like the sun spoting the shadow
Nimi replied to Daffa_the_One's topic in Issues and bugs
1.) The shadows don't cover the entire scene because your sunlight range isn't big enough, try raising it but not too much to where your shadows will be low quality.(Can be combated with raising the sunlight buffer size in Render settings, though this will take a performance hit depending on your computer's specs.) 2.) The scenery is disappearing behind the cloud because of a common graphical issue regarding transparent objects/textures, which can be fixed be adjusting the 'Render depth' option in the timeline properties of the scenery object when selected in the timeline. That only happens when SSAO is enabled(messed with the FOV of the sun when rendering its depth buffer to render shadows), and it's going to be fixed in the next update. -
Was there anything else in the project?
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Be able to change the controls in Modelbench
Nimi replied to Ghatos's topic in Modelbench discussion
This was one of the first things implemented with the next update. https://www.mineimatorforums.com/index.php?/profile/2898-nimi/&status=188870&type=status -
Click this button in the latest update.(1.2.2)
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Ethan the Forumer 3 & Ethan
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Mine-imator already has a dev/developer mode, though it's heavily centered around being used for debugging purposes. It allows developers to skip the startup screen entirely and make a new project automatically, show save IDs of objects, allow certain debugging scripts to run within Mine-imator we have set up around its code, and other technical uses.(Though overall functionality and behavior of the program more or less doesn't change.) You can check out where to turn this on/off in this script if you can open the source. The following screenshot posted on the Mine-imator twitter also shows what it looks like to have it enabled when Mine-imator is compiled.
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I seems people are misunderstanding this suggestion. I believe what you're asking is essentially a simple option or something to redirect an object's selection to another object if clicked in the viewport?(Likely not exactly what you're suggesting, but could used for various other purposes as well as work for what you need.) Also, Shift + Left click already has a function in selecting objects, as it's used to select multiple objects as well as deselect objects.
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