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Trollfa

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  1. Upvote
    Trollfa reacted to TheCobaltCreeper in Project L.E.F.T.E.   
    Made a rig today.. 
  2. Upvote
    Trollfa reacted to david in Mine-imator 1.2.9   
    Download 1.2.9
    Version 1.2.9 (Dec 18th 2021), changes:
    World importer
    Added support for 1.18 worlds with default world height. Added color preview for biomes. (Note: Biomes are not exported to Mine-imator.) Added support for datapack dimensions. Changed "Loading region..." message to be in the top-down viewport, added a new percentage. Added a limit to water transparency, allowing for clearer oceans/rivers. Certain blocks now have a color manually set. (Instead of generated from its texture.) Certain tasks are now multi-threaded, giving a massive performance boost. Side-view viewport now updates in realtime when changing block selection in the top-down view. Filtering water blocks now removes "waterlogged" states from blocks Fixed crash when loading chunks from different Minecraft versions in the same world. Fixed most block variants not appearing.
    Minecraft support
    Updated items & biomes to Minecraft 1.18. Added "Mojang Studios" and "Migrator" capes. Updated biome colors. Enchanting tables now glow. "Vertical" blocks from the workbench now adapt to their vertical "repeat". Includes: Kelp, Weeping Vines, Twisted Vines, Pointed Dripstone, Big Dripleaf & Cave Vines. Changes
    Added "Use x64 world importer" program setting. (Launches a x64-bit version of the world importer for increased memory usage.) Changes
    Removed "Remove waterlogged water" setting Reduced smooth camera sliding. Updated GameMaker runtime to 2.2.5.378 (Same as Modelbench), giving a faster startup.
    Bugfixes
    Fixed vertical repeat affecting random offset for certain blocks. Fixed "Mapped texture" affecting other shape types when creating a shape in the workbench. (Would hide certain settings in the library.) Version 1.2.8 (Jun 10th 2021), changes:
    Minecraft support
    Updated Minecraft assets to 1.17. Added support for mob heads in scenery. Added book model. (Replaces Enchanting Table special block.) Added capes and elytra cape variants. Added spectral and tipped variants for arrows. Added 'targeting' state for conduit. Added missing Bamboo Jungle biomes. Updated characters and special blocks. Updated names for characters and blocks Changes
    Invalid characters in project folder name are now replaced with an underscore, instead of being deleted. Bugfixes
    Fixed wall generation. Fixed random block models not using all possible models. Fixed waterlogged blocks with a position offset affecting water block. Added filter for trailing spaces in project folder name. (Fixes bug with projects not saving.) Fixed desaturate night settings not saving without a background object. Fixed value jitter with glow brightness and glow color threshold values. Version 1.2.7 (Jul 4th 2020), changes:
    Features
    Added quality setting for Depth of Field. Changes
    Updated player and spawn icons in world importer. Block names now use language file when loading on startup. (ex. grass_block - > Grass Block) Minecraft assets
    Updated Minecraft assets to 1.16.1. Added "Shooting" variant for the Ghast. Individual redstone wire blocks can now be fully edited. Bugfixes
    Fixed memory leak with bending body parts. Fixed mip-mapping artifacts. Fixed old custom block models using old texture names. Fixed camera blades making bloom effect brighter. Fixed rendering order of blocks. (They are now rendered in order based on volume of elements.) Fixed banners in scenery turning white if scenery is deleted or duplicated. Version 1.2.6 (Jan 12th 2020), changes:
    Features
    Added alignment settings for text objects. Added "AA" setting for text objects to enable/disable anti-aliasing on the text's font. Added support for new model settings and behavior in Modelbench 1.0.0. Added "Glow color threshold" for blocks that glow by default to determine how bright a pixel needs to be to glow. Changes
    Improved bending appearance. Bend wheels have been changed to sliders. Updated icon for importing models in the workbench. Minecraft assets
    Updated Minecraft assets to 1.15.1. Bugfixes
    Fixed crash when not using a resource pack on scenery templates that have special block timelines. Fixed search results in block lists not being accurate. Fixed cloud offset moving all clouds away from scene. Fixed 3D planes not bending properly in most scenarios. Fixed Smooth diorite stairs/slabs, Mossy cobblestone, and brick walls not importing. Fixed crash when generating scenery with certain blocks. Fixed water generation near waterlogged blocks. Version 1.2.5 (Sep 16th 2019), changes:
    Features
    Added blade settings for the camera to change 'Depth of Field' and 'Bloom' appearance. (Blade amount and blade rotation.) Added 'Chromatic aberration' effect for the camera. Added 'Distort' effect for the camera. Added rotation option for background skybox/skysphere. Changes
    Improved quality of 'Depth of Field' effect. Improved near blur of 'Depth of Field' effect, though large blur sizes may not be desirable. 'Anamorphic ratio' options for 'Depth of Field' and 'Bloom' can no longer be negative. (Rotating blades is now recommended.) Background ground block can now be animated. Increased height of 'Export image' popup to fit all components and text. Minecraft assets
    Added wind to Fire, Campfire, and Sweet berry bush. Fixed End stone brick slabs not importing from worlds. Updated Pillager arm texture. Bugfixes
    Fixed shadow delay with 'Follow camera' enabled. Fixed crash caused by spawning an object using a deleted camera as a texture. Version 1.2.4 (May 21st 2019), changes:
    Features
    Added "Remove waterlogged water" program option to remove water from waterlogged blocks, kelp, etc.. Added color option for vignette. Added "Blend mode" options for objects. (Note the object's interaction with the scene can vary depending on the mode.) Changes
    Changed default sky color and fog height. Tweaked how automatic fog color is calculated. Removed slight blue tint on story mode clouds. Bugfixes
    Fixed crash when loading certain resource packs. Fixed white scene textures when a visible shape used a camera as a texture. Fixed rotation point values not having default values. Fixed body parts not using their custom rotation points. Fixed issues with casted shadows causing artifacts. Fixed typo in English translation. Fixed crash when saving certain objects/projects. Fixed crash when trying add a new object from the workbench. Fixed "Memory allocation failed" crash. Fixed chorus plant blocks not loading from worlds in 1.13 or newer. Fixed smooth stone slabs appearing as stone slabs from older worlds/schematic files. Fixed textbox padding for particle launch angle settings. Fixed film grain stretching on largest dimension in render. Fixed sheep, panda, villager, wandering trader, and ravager models. Fixed crash when setting FOV to a custom value while having unlimited values enabled. Version 1.2.3 (May 4th 2019), changes:
    Features
    Added Minecraft 1.14 blocks and characters, as well as new textures. Added program setting to allow values to be set outside of their limits. (Use at your own risk!) Added program setting to search for variant names too when searching for blocks. (Interface settings, on by default.) Added tooltip to show the amount of frames in the selected timeline range. Added "Sprite (Template)" option for particles to easily choose new Minecraft sprite particles. Added "Launch angle" options for particle types in the particle editor. Item texture and slot can now be animated with keyframes. Added 'Bleed light' setting for timelines. Added 'Camera shake'. Added 'Anamorphic ratio' option for Bloom and Depth of Field for adjusting the vertical and horizontal scale of the blur(s). Added a lens dirt effect for the camera. (Custom texture, radius, and intensity can be changed and animated.) Added 'Vibrance' option for color correction. (Boosts the saturation of desaturated colors.) Added new Bokeh settings for the Depth of Field effect: Edge bias (How strong the edges of the CoC should be in comparison to the middle.) Bokeh highlights Bokeh threshold (The brightness threshold for bokeh highlights.) Changes
    Improved general performance. Improved quality of film grain. Improved sunset/sunrise appearance. Altered the appearance of Depth of Field to look similar to traditional bokeh. Fringe effect in Depth of Field now properly separates color instead of bleeding color. Disabled SSAO on particle spawner timelines by default. Updated workbench icon and logo to match new workbench textures.(Also more vibrant.) Bugfixes
    Fixed crash when loading worlds with banners prior to Minecraft 1.13. Fixed some instances of film grain stretching vertically. Fixed brightness slider in color correction not allowing a minus symbol. Fixed certain keyframes not clamping correctly when editing multiple keyframes. Fixed new banner patterns in editor not using a pattern image if a pattern is already selected. Fixed sun shadows changing when SSAO is enabled and camera FOV is altered. Fixed 'Alpha add' options in the particle editor not allowing a minus symbol. Fixed Inherit Select not saving. Fixed certain blocks in scenery from 1.13 and later not generating correctly.(Connecting blocks like; Walls, stairs & fences.) Fixed water generating where it shouldn't and blocks not being waterlogged properly. Fixed popup names not updating when the language file is changed. Fixed custom rotation point XYZ values resetting when disabling custom rotation point. Fixed SSAO appearing on clouds. Version 1.2.2 (Jan 26th 2019), changes:
    Features
    Added "Transparent block texture filtering" in graphics settings. Added "Desaturated night" option in background settings, along with an option to control the desaturation amount. Added "Fringe" option for Depth of Field. Added "Color burn" option for Color correction. Added "Film grain" effect for cameras. Added "Inherit select" in timeline properties(If you select their parent, they'll get selected too.). Added seamless repeating button for the timeline. Added interface color option for viewport object highlight. Added button in workbench in to hide list of options. Startup now displays what block its currently loading. Updates to banners
    Added wall banner variant. Added banner editor popup. Banners from worlds can now be loaded with patterns and colors. Fixed rotation point and scale of banner model. Bugfixes
    Fixed armor stand arms not being parented to body. Fixed vex charging variant being incorrect. Fixed world import crash with newer worlds. Fixed animatable blocks not using the scenery template's resource. Fixed default MC resource pack being sometimes replaces when replacing a resource with the same name. Fixed "Inherit..." checkboxes not being laid out correctly for some objects. Version 1.2.1 (Nov 11th 2018), changes:
    Bugfixes
    Fixed a crash when loading a project containing missing items. Fixed a crash when importing scenery from a world with a name containing non-English characters. Fixed a crash when loading schematics containing mob heads or gray colored beds. Fixed shapes using cameras as a texture not rendering in high quality when exporting as a movie. Fixed a crash when exporting a movie containing 1 frame only. Version 1.2.0 (Oct 31st 2018), changes:
    Minecraft support
    Added the mobs, blocks and items from Minecraft 1.13.1 Support for worlds from Minecraft 1.13.1 Added all Minecraft biomes and biome variants, also updated biome names New options for existing models Wool color for sheep Markings for horses Charged vex option Arms for armor stands Minecraft: Story Mode clouds option Animation features
    Right-click shortcut in the timeline to pick a transition Ctrl+Q shortcut to create keyframes for all selected timelines at the marker’s position Option to visualize seconds and half-seconds on the timeline Option for particles to be destroyed when they hit their bounding box More background values are now keyframable using the "Background" option in the workbench:  
    Rendering features
    In the “Graphics” tab of objects Glow effect Glow color is adjusted in “Color” of keyframes Includes setting to only display the glow effect Options to hide objects in low and high quality rendering modes Biome tinting option for objects to be affected by the biome foliage color In the “Camera” tab in camera keyframes Bloom effect Threshold, radius, intensity, and color options Color correction Brightness & contrast Saturation (Behaves differently from color settings) Vignette effect Radius, softness and strength options In the “Background” tab of the project Sunlight strength option (High Quality mode only) Custom biome colors for water, grass, and other foliage To enable, select “Custom” when picking a biome Option for the scene to have a different fog color from the sky fog In the “Graphics” tab in Settings Blocky style option for bent arms/legs Noise effect option for grass and water Option for bright blocks in schematics to automatically be given the glow effect Option to turn on foliage light bleeding for plant-type blocks In the “Render” tab in Settings Option to turn off all camera effects Radius, intensity, and falloff of glowing objects Custom watermark options for exported images and movies Misc
    Spin option for items Rotation settings for sprite particles Interface color option for the group select box in the timeline Changes
    Added a button to helpful tutorial videos by @AnxiousCynic Default program FPS setting is now 60 Work camera rotation now eases when moving The default ambient color now has a blue tint, and the sunlight has a yellow tint Checkboxes with interface content can be collapsed using the adjacent button with three dots (...) The “Cross section view” of Minecraft maps can now be freely moved up and down Filtered blocks will be previewed in selected Minecraft maps Acacia leaves, Dark oak leaves, and sugar cane are now affected by the biome foliage colors Updated resolution size templates to more modern resolutions Resolution size templates now use the language file Water no longer casts shadows Added highlight outline for selected keyframes Item bouncing is now slower, matching the speed of bouncing items in Minecraft Heavily improved performance for shadowless point lights when used in great quantities Moved Depth of Field blur size from program render settings to camera keyframe settings, and changed the default size to 1% Increased Depth of Field quality Added a graphical improvement for SSAO Tweaked stars Piston extensions now extend to a full block Fog is now circular Bugfixes
    Fixed crash when importing models that contain 3D planes using “Import an asset” Fixed crash when deleting a camera used as a texture in the library Fixed crash when loading a project with a resource pack used for the moon texture Fixed crash when duplicating scenery with animated blocks Fixed point light buffer size resetting when re-opening program Fixed graphics tab in spot light properties not being the same as point light properties Fixed UI elements being blurred if "Blur texture" was enabled Fixed completely transparent models still rendering SSAO and shadows Fixed objects that face the camera casting incorrect shadows Fixed crash when undoing changes to the sunlight color Fixed a crash when deleting bodypart keyframes Fixed timeline length not updating on some keyframe operations Fixed various crashes when importing scenery from a world Fixed a 1-frame delay when switching visibility between two cameras Fixed a bug that had a small chance of corrupting a project when loading Changes (since pre-release 3):
    Bugfixes
    Fixed a bug that had a small chance of corrupting a project when loading Fixed a 1-frame delay when switching visibility between two cameras Fixed the Mooshroom model... again Fixed graphical issue with alerts when the toolbar is in a vertical mode Fixed issues with the following animated background options: Custom fog color Custom object fog color Sky fog Follow camera Version 1.1.x:
    Version 1.0.x:
     
  3. Upvote
    Trollfa reacted to SKIBBZ in The Good Ol' Days [Wallpaper]   
    So I haven't touched Mine-Imator in a long time...
    Anyways, I was thinking last night about all the good times I've had with my friends that I've known for years and that made me want to make a wallpaper with my boys.
    I figured I'd make a topic for the heck of it. Feel free to jot down your thoughts about it or whatever, I just felt like sharing this as the last wallpaper I'll probably be making with Mine-imator.
     
    That's about it, thanks for viewing!
     
    Edited with Adobe Photoshop CC 2015
    From left to right: @vash0110 @Cryotivity @SKIBBZ @Fosni @Upgraded Moon @The Tan James
     
    Edit: Others that I didn't add cuz I didn't have their rig(s) or feel like it - @ÜberKiller @JemFire101 @Varen @RedcapCreations @Ironwave Studios
     
    Un-edited (4k)
     
     
  4. Upvote
  5. Upvote
    Trollfa reacted to Zeno in better steve rig and i liek pickles!   
    Stop. I'm telling your mother.
  6. Upvote
    Trollfa reacted to BoltedJames in better steve rig and i liek pickles!   
    Not the download link :P
     
    im 2 lzy 2 add fetures so....
  7. Upvote
    Trollfa reacted to AnxiousCynic in Dev update #10: Five year Mine-iversary, an overdue update and new developer   
    Always amazed at your dedication to keeping Mine-imator going, David! Congrats on the success, and still looking forward to the other projects you're working on.
  8. Upvote
  9. Upvote
    Trollfa reacted to david in Dev update #10: Five year Mine-iversary, an overdue update and new developer   
    Greetings animators!
     
    Five years ago on this day I unveiled the first Beta version of Mine-imator to the public, hyped up by the popularity of @Frossa's semi-viral TF2 "Meet the Team" remakes in Minecraft. Despite the program being crude and severely lacking in features and graphical effects, pumped fans jumped head first into it and started making content, and the creation of these forums shortly followed to allow everyone to share their work. I would have never imagined that five years later, people of all ages would still be using Mine-imator to make awesome animations and art. In fact, judging from the number of daily downloads, Mine-imator is more popular than ever, and has started to be used professionally to make graphic novels and to teach animation in tech camps in the US, which of course wouldn't be possible without your continued support!

    Now I must admit that, while functional, the program has failed to keep up with the never ending stream of new Minecraft content, and there are still serious issues halting the creative process for some users, occasionally leading to projects getting corrupted and hours of work being forever lost, which sucks. Hard. Therefore, I have decided to take some time off from other projects to deal with these problems before passing over the development torch to someone else. However, since I now also have a full-time job alongside personal projects, progress will take longer than usual, so bear with me!

    I'm now announcing that after a 1½ year long wait, a new Mine-imator update is in the works that will be publicly released within the next month or so, first as a pre-release before fully replacing the now outdated version. I can say right now that it will not contain any crazy new rendering effects or animation features, but rather focus on stability and keeping the program up-to-date with all previous and future Minecraft versions, which are the two current main issues with the program.

    "But, wait...", I hear you think (yes, mind reading is a neat little perk of being a developer), "...future Minecraft versions? How will that work?". Just read on...

    To start off, the update will bring some fundamental changes behind the scenes regarding how character models, blocks, items and schematics are loaded into the program. Without going in too far into the technical details, a big flaw of the current Mine-imator is that everything is stored inside the program executable (hard-coded), which makes it a significant effort trying to keep it up-to-date with all the new mobs and blocks being added into Minecraft at an ever increasing pace. However, in the next update, all the assets will be located in an external archive, along with a specification file that defines what it contains and how it's used.

    Along with this, the file handling will be given a make-over, to address some of the crashes and corrupted files people have been having. The program's engine will also utilize a newer DirectX version that could increase the rendering performance for some users.

    Among other goodies, this is what you can expect in the update:
    More stable project/rig loading Blocks and characters being loaded from external JSON files (that may be customized if desired) System for auto-downloading new Minecraft models and textures Some minor graphics-related features New settings for character models and block variations I have been collaborating with @Nimi, the current undefeated champion of Mine-imator modding, and he has decided to discontinue his "Community Edition" mod in favor of me letting him take over the development of future Mine-imator versions. As an extra bonus, Nimi has been working on a long-requested feature to go along with this update. Exciting, right!? More will be revealed soon... 

    So basically, a pre-release of a shiny new Mine-imator update will be available for download on the forums within the coming month. I'd appreciate if you could try it out with your new and old projects (just be sure to save some backups if you value them!) so I can iron out the biggest bugs before making it official!

    Until then, keep calm and animate on!
  10. Upvote
    Trollfa reacted to Animator Dark in Minecraft Animation Welcome Home   
  11. Upvote
    Trollfa reacted to Kwazedilla in Steven Universe - Peridot   
    When you rush a space dorito rig
    Features:
    - Steampunk Skeleton's Universal Facial Rig
    - Extruded hair + clothes
    Download
    Credit MUST be given!
    (What gem should I do next? Because I'm bored)
    Lapis Lazuli
    Pearl
  12. Upvote
    Trollfa reacted to Dr. Cuto in The Grand Hotel - [2K]   
    Made in  Mine-Imator: Community Build 1.0.3
    Edited in Paint.net
    Un-Edited:
    Edited:
    Credit:
    Kiepocu for outdoor lighting tutorial
    @Piegon99 for his amazing Helicopter
  13. Upvote
    Trollfa reacted to Kwazedilla in Steven Universe - Lapis Lazuli   
    One hell of a character to rig. I think I've got the hair wrong, but I really don't feel like fixing it at the moment.
    Features:
    - Steampunk Skeleton's Universal Facial Rig
    - Water wings
    - Extruded clothes + hair
    Download
    Credit MUST be given!
    (What gem should I do next? Because I'm bored)
  14. Upvote
    Trollfa reacted to Kwazedilla in It's Over, Isn't It? [4k]   
    You won, and she chose you
    And she loved you, and she's gone
    It's over, isn't it
    Why can't I move on
    Rigs
    Pearl (Modified)
    Facial Rig (Modified)
    @ÜberKiller's Skybox Rig
    @KicksBrickster's Volumetric Cloud Rig
    @blockerlocker's Rose Rig (how are .mani files still supported??!)
    Others
    Skybox Textures (ely_darkcity)
  15. Upvote
    Trollfa reacted to Kwazedilla in [UPDATED v1.1] Steampunk Skeleton's Universal Facial Rig (Now with fingers!)   
    Wow, never thought that would be so important to someone  thanks!

  16. Upvote
    Trollfa reacted to OpHsVinicius in Amy Rose Of Sonic Boom RIG [Wallpaper]   
    I spent most of the day working on it...what do you think I should change about detail?

  17. Upvote
    Trollfa reacted to Kwazedilla in [UPDATED v1.1] Steampunk Skeleton's Universal Facial Rig (Now with fingers!)   
    NOTE: Due to a bug in Mine-imator 1.1.0 Pre-Release, the program does not save the inherit bending option. If you use v1.1, you will have to go into the rig and re-check the inherent bend checkbox on everything that says (Check "Bend" after every reload!) This applies to the mouth, eyebrows, and fingers.
    So I mainly created this rig so I wouldn't have to worry about redistributing facial rigs. I designed it to be simple to use like SKIBBZ' rig, but with a bit of my own improvements, such as edges to the mouth and eyes. Controls are basically the same as SKIBBZ' rig, but the teeth do not scale with the mouth, and the colors of the mouth and eye edges need to be manually changed.
    More images:
    I must really thank SKIBBZ; deconstructing his rig taught me a lot about how he made it, and he gave me the inspiration to create mine.
    How to Use:
    Face: Simply parent the face object to your character's head, and set it's alpha to 0.
    Fingers: Either:
    a. Make visible "Hand Alpha" in  the hand rig (It will not look as good as method b as it will make the arm disappear at certain angles)
    b. Edit your skin, where you delete the bottom of the arm and 3 pixels off of each side of the arm (Will look better but requires more work, look at SSUFR_tex.png for an example)
    Parent the hand to its respective arm.
    Changelog:
    v1.1 [Download]: Added fingers, updated rig to Mine-imator 1.1.0 Pre-Release (Read warning above!!!)
    v1.0 [Download]: Release (Requires Mine-imator CB v1.0.3)
    (Credit not required, but appreciated. If you would like to redistribute this rig in your own rigs, please PM me here or on the Mine-imator Discord.)
  18. Upvote
    Trollfa reacted to MacStudios in Flowey Rig   
    This is my Flowey Rig! 
     


    Those are just 3 out of 5 faces
    You can figure out the Evil Grin one somehow.
    Download
  19. Upvote
    Trollfa reacted to 9redwoods in My Intro for YouTube!   
    Here is my intro for YouTube. I've tried making an intro in the past, but none ended up this good!
    Please give some advice or feedback.
  20. Upvote
    Trollfa reacted to OpHsVinicius in Sonic the hedgehog From Sonic Boom RIG [wallpaper]   
    I always liked the design of the Sonic boom series.

  21. Upvote
    Trollfa got a reaction from Chickenk122 in Sonic the hedgehog RIG [wallpaper] v1   
    Make his eyelids more squared off and it'll be perfect.
  22. Upvote
    Trollfa reacted to OpHsVinicius in Sonic the hedgehog RIG [wallpaper] v1   
    What do you think I should change?

  23. Upvote
    Trollfa reacted to SahnzAnimation in Bridgeside [4K Wallpaper]   
    Credits:
    Parrot rig by @NietyFox
    Skins used: @TheGodOfTrouble and @NietyFox

  24. Upvote
    Trollfa reacted to SahnzAnimation in ERASED [Mine-Imator Animation]   
    Welp, another failed animation . I had a lot of trouble with this animation due to the Windows 10 Creator Update causing some files to corrupt which lead to me putting an end to the animation. Also, sorry for the ads that appear on the video. I didn't know that the song was copyrighted til halfway through animating .
    Credits: Facial rig by: @SKIBBZ
     
  25. Upvote
    Trollfa reacted to CaptainClipy in 1   
    created with MI Community Edition
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