Reputation Activity
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Nimi got a reaction from chessstone in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from ChennyWang0311 in I used Seedance 2.0 to create Mineimator animations — the output is stable.
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Nimi got a reaction from FOXY TOONS in I used Seedance 2.0 to create Mineimator animations — the output is stable.
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Nimi reacted to ChennyWang0311 in I used Seedance 2.0 to create Mineimator animations — the output is stable.
On the evening of February 12, 2026, I just found the news about Seedance 2.0. I spent about half an hour going through the first auto-play tutorial, then jumped straight into practice. I threw in all the assets I had prepared for the third part of the trailer: moodboards, title images, schematic&maps, character models, script outline, storyboards and camera movements, even my rough requirements for the BGM I was hunting for — instruments, playing style, tempo — just dumped everything in. I went to the bathroom, and by the time I came back, the AI had already finished both segments, and even added music and sound effects for me.
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Nimi got a reaction from Arturo Rabino in Mine-imator: Community Edition 1.1.0
Hello everyone, as we near 2.0's full release I thought I'd release a cancelled update to the Mine-imator Community Build. (Based on Mine-imator 1.0.6, MICB 1.0.2.) This was cancelled for various reasons including crazy instability, overly ambitious, and with me switching priorities to creating Modelbench. I don't recommend using this for actual projects due to its many bugs, as I'm only releasing this for archival purposes. Most features and changes added in Mine-imator 1.2 -> 2.0 can be traced back to this project (New interface, materials, glow, etc.) and I didn't want to leave Mine-imator development until I was able to officially add back these features. (Nor did I want to cause fighting over if the mod or vanilla was better due to lacking these features.) I don't have an official changelog cause I never made one while developing this mod. Enjoy messing with this update that led to 2.0 being what it is.
Between sessions you'll need to delete "settings.file" in the Data folder or else the program will crash on startup.
(Also, don't report any bugs you find.)
Download 1.1.0 (Jan 17th, 2017)
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Nimi got a reaction from AfifFans in Modelbench Beta 0.4.2
Download Beta 0.4.2
Hello, animators! We are very happy to announce that the first beta release of Modelbench is now up and available for download!
Modelbench is a free 3D modeling program that lets you create models you can then import and use inside of your Mine-imator projects. Easy modeling and texturing tools, as well as full support for Mine-imator's animation features – like wind or bending – allow anyone to create anything they want, without hassle.
Screenshots
How to install
Download the archive containing the program files, and unpack it into the folder of your choice. Run Modelbench.exe to launch the program. Make sure to run Modelbench next to the "Data" folder it comes with, or else it won't launch correctly.
Changelog
Known/Fixed bugs
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Nimi got a reaction from Animator_Vlad in Is it possible to add Shaders to Mine-imator?
Possible? Yes.
Dynamically like the shaders mod for Minecraft? No, to add additional shaders to Mine-imator besides the already existing ones(Shadows, SSAO, DOF, ect.), you have to program them in manually.
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Nimi got a reaction from Skin Maker in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from Elizabeth in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from AIker in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from alihajiali310 in Open Source Mine Imator code!
Its been public for a while now. https://github.com/stuffbydavid/Mine-imator
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Nimi got a reaction from alihajiali310 in Dev update #24: Moving on & 2.0 release date
Hello everyone, this will be my final dev update as we near 2.0's release.
Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
/ Nimi
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Nimi got a reaction from ebradude in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from stoodknight87 in Super Compatible Mouth Rig
Hi! I made a mouth rig that is compatible with anything you put it on, a mouth rig that fulfills it's purpose in any situation. For something you'd think that would require extruding, it doesn't thanks to the Render Depth slider. With the Render Depth slider and alpha glitch, we can "cut" textures, and have control of what's rendered after the cut. Okay, so enough explaining, here are some screenshots!
Features:
-Easy controls (X scale = Width, Z scale = Height) (Z scale for teeth rows)
-Easy installation
-Works on any skin, or really anything for that matter actually.
-I can't believe it's not one skin tone!
-No textures
How to install:
1.) Import mouth rig .object
2.) Parent to character's head (Or object, whatever you're using it for.)
3.) ???
4.) Profit
Usage Policy:
You can release it in personal/ OC character rigs. Edited or not.(Must be named 'Nimi's mouth rig.') But, it's required in that rig's credits to give credit to me for the usage of the mouth rig if used. You can't release it/ or parts of it on default Mine-imator objects(Mobs, blocks, ect.), Steve/ Alex rigs, character template rigs, or facial rigs. You can release edits of the rig, but only privately, and not publicly. If used in a creation of any kind, there must be credit. Download
If you could comment your skin/ rig testing the mouth rig that would be awesome.
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Nimi got a reaction from Tech Tac in Update Mineimator.com
As mentioned in the 24th dev update, the website won't be updated as official development ended on an unstable note and it was preferred to advertise a more stable version of the software on the main site.
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Nimi reacted to manicminermemer in Mine-imator 2.0 3D model converter! (mostly)
https://file.garden/ZlrJr4gXzRtJW4yO/magic/duck.mp4
Major thanks to Mr. Doon who wrote the meshcache importer! I mainly just wrote this post...
For basics: Mineimator does support meshes, but they're not supported in the way you'd want to use them.
The way that custom meshes got achieved in Mineimator is very hacky and kind of clunky, but it does work.
Mineimator does not have a way to directly import meshes in-program, you'll have to go through a bunch of steps first.
We shall also note that Mineimator does not support meshes with bones. No mesh skinning, no whatever.
All imported meshes are just gonna be as still as a prop...
Finally, please note this converter was an afternoon project and has problems. This program does not import normals properly, so shading will be rather off and may not look right. I have included the source code if you want to try and fix it...
First download the converter, which I have included as a file right here. Place it in whatever place.
Along with the converter is the source code, written in C.
Converter: https://file.garden/ZlrJr4gXzRtJW4yO/magic/converter.exe
Source code: https://file.garden/ZlrJr4gXzRtJW4yO/magic/converter.c
Note: Windows may flag converter.exe as malware which is a false positive. I don't really know how to solve this though sorry... If you find yourself sufficiently scared by the false positive anyways you can skip to step 4 and try and compile it yourself using the C source code I also linked here.
(edit: it was written in C, not C++)
1: Meshcache Files
Mineimator 2.0.'s terrain is stored in ".meshcache" files, which are 3D models of the terrain that has been imported.
It is important to note here that these are not collections of blocks, but actual 3D models of the terrain.
I made a whole thread about this here:
so I won't go too in depth about it here.
2: Manipulating Meshcaches
To import a mesh, we will first have to get ready first.
Firstly, you import an schematic with no moving parts (no doors, no levers, no buttons) and put it into the program, which will cause Mineimator to generate a meshcache from that schematic. Luckily, Mineimator already has a couple of these. To prevent Mineimator from randomly re-importing the original meshcache over the custom meshcache, I suggest using only the terrain pre-packaged with Mineimator, as terrain imported from other worlds will be linked to that world and Mineimator will re-import that meshcache if it detects changes in that world. With Mineimator's default terrain props, there is no world and your meshcaches can remain untampered with. Let's use the lamp post schematic file.
3: Making a Model and Importing it
For this next part we have to get a mesh in blender, specifically Blender 4.0. Firstly, the mesh's texture has to be a single texture, and as I mentioned before, the mesh will pretty much just be completely stationary. If you want multiple moving parts or multiple textures, you're going to have to import additional meshes!
Since I don't feel like modeling, let's just grab a model off of https://www.models-resource.com/. This is a tutorial anyways...
The model I'll use for this demonstration is this model. https://www.models-resource.com/playstation_2/crashbandicootwrathofcortex/model/20863/
As we import the mesh into Blender, make sure to triangulate it first! And apply the modifier! That will be important.
Next, we SPECIFICALLY export the model as Stanford PLY .ply.
Next part, make sure that you have the settings on the right! You can uncheck Selected Only if the mesh is the only thing in the scene... Don't use Blender's Triangulated Mesh feature for exporting PLY files, half the time it doesn't seem to work right, for whatever reason.
Next, refer to the following image:
Next part:
Next, we delete the schematic file for the lamp post in our mineimator project directory as well as the meshcache file. But now, you drag the meshcache file you just made into your project directory and rename it to have the same file name as the lamp post's meshcache file.
Now we get into Mineimator, and although it may still look like a lamp post that is because it's not immediate! Re-open the project file and the lamp post will become Crash's head! Kind of. We still need to get the texture in:
Since this is still scenery we use the mineimator scenery texture. This is why I said it must be a single texture earlier.
We take that scenery texture and slap it onto that scenery and now we have a mesh in mineimator I guess! Since the converter doesn't import normals properly because of a bug with it (they DO get imported, they're kinda just weird) the shading is a bit off but it is indeed a mesh in mineimator!
Here's the mineimator project in this tutorial: https://file.garden/ZlrJr4gXzRtJW4yO/magic/project.7z
Also, you cannot export the terrain/mesh thing as .miobject unfortunately as Mineimator won't include the meshcache in the miobject no matter how you select it or try to export it. So if you're trying to share meshes through this, you're pretty much forced to share it through sharing the project itself and you can't use .miobjects for this. Remember - this is pretty hacky!
4: Compiling the thing
If you're wondering how to compile this program you need GCC, it's written in C. The method I used to compile it was following the MinGW tutorial here: https://www.wikihow.com/Compile-a-C-Program-Using-the-GNU-Compiler-(GCC) and using the GCC 14.10 build for Win32 here: https://winlibs.com/
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Nimi got a reaction from vinnyg0621 in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from ExoticBuilder in The Mine-imator 'Community build'
Download 1.0.3
Disclaimer: This mod has been discontinued as of October 3rd, 2017 as is no longer supported and does not contain any features from Mine-imator 1.1.0 and over. If you run into any issues with this mod, you are recommended to update to the latest version of Mine-imator before reporting the issue if it is still apparent. Also note that the latest version of Mine-imator supports all features from this mod, making switching creations over close to seamless.
Special thanks:
Emunator David Version 1.0.3, 2017.06.15, changes:
Bloom options are now reversed and go from 0% to 100%, instead of 0 to 1 and are now labeled 'Intensity' instead of 'Threshold', and 'Amount' instead of 'Offset'.(1.0.3 automatically adjusts bloom values from 1.0.2 to look correct in 1.0.3.) You can now export objects to vanilla Mine-imator 1.0.6.(Rather than having to convert a project containing the object.) Fixed 'Out of Memory!' error. Timeline is no longer compact by default. Fixed typo in the controls tab, changing 'directoy' to 'directory'. Fixed observer block top texture in logo/ icon. Interface color popups now reset to the proper default colors instead of vanilla default colors. Changed startup credits. Version 1.0.2, 2016.11.19, changes:
Added 'Bloom' effect for cameras. Option to turn off custom interface icons in settings.(Will decrease RAM usage.) Changed update stream to show notifications when there's a new update for the mod. Fully fixed up vanilla converting/ loading projects from vanilla. Version 1.0.1, 2016.11.05, changes:
An object's color can now be affected by the biome color.(Affected by biome.) Fixed project opening crash if the project has a background object. Removed Fullscreen.(Caused a lot of problems.) Version 1.0.0, 2016.11.04, changes (since Vanilla 1.0.6):
Default dark theme. Timeline selection box color can be customized. DOF blur size textbox in settings now supports decimal inputs. You can convert the currently opened project for vanilla Mine-imator 1.0.6. 'Lock bend angle' option to lock the current object's bend angle to it's parent's bend angle.(Can be passed through folders.) Hide objects during low quality rendering and high quality rendering. Hidden hotkeys are shown in controls tab in settings. Includes "Improved Foliage", "Photography", "Fullscreen", and "Custom icons and watermark" mods. Features from included mods You can choose to switch between preset Minecraft biomes and a custom biome color. Added Mesa, Nether, and "The end" biomes. Reconfigured biome colors to be more accurate to Minecraft's biomes. Acacia leaves, dark oak leaves, and vines color now uses the current biome color. Added 120FPS option in program settings.(On by default.) Added fullscreen.(F7) Icons and watermark now use images from a folder in the directory named 'Imports'. -
Nimi got a reaction from RoboCreep11 in Dev update #24: Moving on & 2.0 release date
Hello everyone, this will be my final dev update as we near 2.0's release.
Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
/ Nimi
-
Nimi got a reaction from hesam5486 in Program performance
As of the 2.0 pre-releases, Mine-imator supports x64 giving uncapped memory use to the program. Worth noting though that more RAM you use doesn't mean better performance, it just means you can load more into the project. Rendering performance comes down your GPU and overall program performance relies on your CPU.
-
Nimi got a reaction from Waradu in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from MadMax in Dev update #24: Moving on & 2.0 release date
Hello everyone, this will be my final dev update as we near 2.0's release.
Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
/ Nimi
-
Nimi got a reaction from FOXY TOONS in Mine-imator 2.0.2
Windows Installer Windows (.zip)
Windows Installer 32-bit Windows 32-bit (.zip)
Ubuntu/Debian Linux (.tar)
Mac OS
Notes:
Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.
This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
Donate to Mine-imator developers
($5+ one-time or recurring)
Version 2.0.2 (Nov 12th, 2023):
Version 2.0.1 (Oct 28th, 2023):
Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update! Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
“Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Watermark is now previewed in viewports if settings are open. New "Padding" setting to offset the watermark from the edge of the render. Reworked watermark scale. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets. -
Nimi got a reaction from Animator_Vlad in Dev update #24: Moving on & 2.0 release date
Hello everyone, this will be my final dev update as we near 2.0's release.
Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
/ Nimi
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Nimi got a reaction from stoodknight87 in Will Model bench ever be available for Mac?
There are no plans.
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