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Wallace

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  1. Upvote
    Wallace reacted to Aisu Uchibi in separate transitions   
    To obtain this, you can use folders.
    I use this and it works well.
  2. Upvote
    Wallace reacted to david in Dev update #24: Moving on & 2.0 release date   
    Thanks for your diligent and outstanding efforts over the years, what you've been able to accomplish with GameMaker is nothing short of astounding. Been a pleasure taking this silly little software to the next level with you and best of luck! 
  3. Upvote
    Wallace reacted to JaystepherMLG in Dev update #24: Moving on & 2.0 release date   
    Good luck with your life, guys
    You guys changed my life after I found out about Mine-imator, If I didn't find out about this. I would be doing something else

    All that I can say is: Thank you guys so much
  4. Sad
    Wallace reacted to Tech Tac in Dev update #24: Moving on & 2.0 release date   
    You will always be remembered.
    R.I.P.
  5. Upvote
    Wallace reacted to Vlaylam in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    The sixth prerelease is much better compared to the fifth. All those bugs that really interfered have been fixed. Thank you developers, you did a great job. Now we are waiting for the final version 2.0
  6. Upvote
    Wallace reacted to moniker in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    A suggestion would be to add "Reflections" as a switcheable box on stuff, same way as we have "Glow", we should have "Reflections", and then tweak the amount of reflection and so on. Right now you just depend on the hardcoded settings on whatever was decided that it should have reflections as far as I know.
  7. Upvote
    Wallace reacted to RedDarthMawl in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    I can't run mine-imator on my laptop anymore because pre-release 4 ran so well and then when I installed this and it absolutely destroyed the performance of my laptop when trying to just render an image. I can't even imagine what will happen when I try to render an animation. I can't even protect my renders from thieves anymore because I can't insert my watermark anymore, all the removed features in this I wish we're brought back because I used them quite a bit. Along with all of this I'm still somewhat new to mine-imator and I just got used to the old UI which was perfectly fine and now I have to navigate this non user friendly interface which is confusing to look at.
     
    I really loved the other pre-releases and I appreciate the hard work everyone who worked on this did but I just can't use it anymore. It's to complicated for me, my laptop can't handle it and it takes ages for it render anything. I hope the final product of 2.0 adds some of the removed features back and brings the old UI back and maybe so the person who made the new UI whose work wouldn't go to waste let people choose between the two UI's 
  8. Wow
    Wallace reacted to Shane in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    the armchair developers here
    yikes
    You guys are insane, I can't believe after a decade of using mine-imator that i'm actually gonna use IK . I can't even begin to comprehend the amount of trouble you guys went through just to please some internet people.
  9. Upvote
    Wallace reacted to elektropunch in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    I've played around a bit more with 5.0
    Here are my gripes
    - I don't like the dropdowns. Get rid of them. Or give us an option to switch back to classic
    - Render preview shouldn't crash the program. It was working just fine in 4.0
    - It shouldn't take 60 minutes to render a 15 second animation. In 4.0 it took me 5 minutes to render a 15 second animation
    - Missing assets when importing a file from a previous version and also assets being split and thrown randomly into other areas. Who's the genius that decided to put the bell stand in Special Objects but put the actual bell in Blocks? They go together. They went together in 4.0 and prior versions. But now they are separate? Its like boats. Why are oars separate? Why are they in blocks? Why should I have to manually parent Oars back onto the Boat? That's just dumb
     
    I'll be using 4.0 from here on out
  10. Upvote
    Wallace reacted to PerplexedAnimation in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    No? I'm saying the new UI is harder to use, it was better before. I've used Mine-Imator for years and this is the first time they're done an update I haven't liked.

    They've also removed a lot of the features I used ALL THE TIME and I don't like that too much.
  11. Upvote
    Wallace reacted to Llucsini in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    where do I find glow settings
  12. Upvote
    Wallace reacted to Flexer in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    For those who are looking for IK, it's under the constraints tab in the properties window. 
  13. Love
    Wallace reacted to Nimi in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    Hello everyone! The second phase for Mine-imator 2.0's pre-releases is now available for testing, this phase includes overhauls to the interface, rendering, and animation, and plenty of quality-of-life additions. As always, please report them in the Issues and Bugs subforum with as much information as possible included in your topic and project files if possible.
    Note: Back up your projects before installing, or install in a separate location!
     
    Get for Windows
    Get for Windows (.zip)
    Get for Mac
    Get for Ubuntu/Debian
    Get for Linux (.tar)
    Get for Windows 32-bit
    Get for Windows 32-bit (.zip)
     
    2.0 Pre-release 7 (2023-02-19), changes:
    Changes
    Time/Sky rotation wheels turn to draggers when compact. Bugfixes
    Fixed bodyparts not updated to new models in Minecraft assets. Fixed 'unlimited values' not affecting all wheel components. Fixed compacted panels affecting components in popups. Fixed rendering multiple cameras in the scene. Fixed cameras not rendering when invisible. (Affects shapes using it as a texture.) Fixed softlock when creating empty scenery with "Reduced motion" interface setting enabled. Fixed softlock when clicking textboxes with very low FPS. Fixed block UVs not rotating properly. Fixed some rendering effects being clipped in floating camera window. Fixed bench images not fading properly. Fixed crash when viewing material map settings for specific scenery imported in Pre-release 5. Fixed NaN appearing when using "0" for scale. Fixed duplicates of markers saving in projects, causing lag when re-opened.  
    2.0 Pre-release 6 (2023-02-10), changes:
    Rendering
    Rendering is now done in HDR, allowing for brighter lighting scenarios. (Note: Only the scene is affected. Fog, sky, etc. are not.) Added tone mapping, exposure, and gamma render settings. (Also available in camera timelines.) Added LabPBR 1.3 support for material textures. (No 'ambient occlusion' and 'porosity' mapping support.) Depth of Field blur is now "sample-based", giving smoother results in Rendered mode. Added a highlight effect for subsurface scattering. Reduced default samples to 24. Optimized Ambient Occlusion, Reflections, Indirect Lighting, and Subsurface Scattering. Other features
    Added "Compact panels" setting, always on if window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Added "Fade view controls" interface setting. Re-added custom objects fog color setting. Re-added custom watermark settings: 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. Changes
    Updated Minecraft assets to 1.19.3. "Render settings" tab is now always visible, includes a "Preset" dropdown. Changed UI components for "Samples" and "Render distance". Separated XYZ scale can be accessed in "Simple mode". Improved textbox skipping. ("Tab" / "Tab + Shift") Image exporting now shows a "exporting" screen with loading bar. Exported renders/movies now renders 1 sample per program frame, making the program more responsive. Tweaked sunset/sunrise. "Yes/No" settings for blocks/models are now checkboxes. Re-added "Select all keyframes" button in timeline list. Changed default keybinds for viewport tools. Keybinds now work with toggleable tools. Renamed
    "Duplicate instance" -> "Duplicate timeline" "Delete instance" -> "Delete timeline" "Hide instance" -> "Hide timeline" "View instance" -> "View timeline" "Gizmos always face camera" -> "View controls always face camera" Removed
    Ambient Occlusion "Blur passes" render setting. "Depth of Field quality" render setting. "Gamma correction" render setting, replace with "Gamma". "Uses glossiness" setting for resources. Notification to restart program when enabling "Unlimited values" setting. Bend mesh caching (Wasn't efficient in most scenarios, behaving similar to a memory leak at times.) Twitter profile links for: Nimi, Voxy, Marvin. Bugfixes
    Fixed infinite loop with parented paths. Fixed icons for text alignment. Fixed "alignment" icons in timeline text editor. Fixed shadow rendering for the sun. Fixed ambient lighting being incorrectly gamma corrected. Fixed sunlight still rendering when sun isn't out. Fixed shortcuts being able to execute on home screen. Fixed workbench preview not updating when deleting a resource. Fixed timeline not jumping to path points when selected in viewport. Fixed "Unlimited values" not working. Fixed crash when deleting certain resources. Fixed typo for "Chiseled Polished Blackstone". Fixed film grain not syncing to the timeline. Fixed audio not stopping before set end time. Fixed keyframe values resetting when moving timeline marker. Fixed "Ambient occlusion" setting on timelines not working. Fixed project name/description/author containing certain " corrupting recent.midata file. Fixed crash when opening the "Surface properties" tab with object maps on for some objects. Fixed crash when pressing the left arrow button in block filtering popup. Fixed project corrupt when enabling seamless loop. Fixed crash when pressing "Alt + Enter". Fixed crash when importing player skulls. Fixed Linux file dialogs defaulting to root. Fixed crash when deleting model resource with IK. Fixed particles created from workbench not loading properly. Fixed toolbar menus needing to be double-clicked to open after closing a popup. Fixed custom water colors not saving without environment timeline. Fixed custom rotation point not draggable if object is parented to camera and has no position set. Fixed Cascading Shadow Maps not rendering correctly. Fixed date/time functionality. (Fixes "Last opened last week" bug. Projects from Pre-release 5 may say they're from the future.) Fixed holding 'escape' not working when exporting slow renders. Fixed crash when saying 'no' to saving mesh cache.  
    2.0 Pre-release 5 (2022-11-18), changes:
    Interface
    Updated interface to use the Inventory, an interface design by Voxy. Updated Mine-imator logo and program icon. Timeline changes Added icons to timelines. Added icons to preview the contents of folders. “Loop” options have been combined into a single button, clicking will cycle the modes. Changed timeline zooming to require the 'Control' button to be held. (Shift for horizontal scrolling, no button for vertical scrolling.) Selected frames/time is displayed next to the time. Startup changes Added splashes when loading assets. Added project pinning. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Added new program modes: Simple: Recommended for beginners, complex settings are hidden. Advanced: For users familiar with the software, access to all settings. (Requires upgrade.) Viewport changes Added "Flat", "Shaded", and "Render" quality modes. Grid overlay settings are per-project. Added "Render pass" setting to preview data in "Rendered" mode. Added math support to textboxes. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added support for manual input in sun/moon time and rotation wheels. Added “About Mine-imator” popup with credits and links. Added themes (Light, Dark, and Darker) and customizable accent colors. Added preview images in the workbench. 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 “Shift” now allows precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. XYZ scaling is proportional. Rendering
    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 PBR support: Introduced metallic and roughness properties. Supports material and normal maps, using the SEUS PBR format. (Red = Glossiness, Green = Metallic, Blue = Emissive) Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added “Indirect lighting” render settings. Added “Reflections” render settings, and specular highlights from lights. Added “Gamma correction” render setting. Added “Transparent shadows” render setting. Added "Size" setting for light sources, determines shadow softness. Rendering now uses multiple samples from the scene to produce better results for some effects. Improved Anti-aliasing. Improved sun shadows, now directional and visible from anywhere in the scene. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. Timeline features
    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 "Color tagging" to help highlight and filter timelines based on selected color. Added "Ghost" toggle for timelines to hide them from the list. Added custom settings for timing markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Paths
    Added "Path" and "Path point" timelines, paths are constructed by parenting points to "Path" timelines. Added "Follow path" setting in the constraints tab. 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.) Controls
    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.) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added "Save as" shortcut. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. Holding "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows better precision when moving objects. Environment
    Added new color settings for leaf blocks for 'custom' biome setting. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/setrise. Updated default clouds settings to better resemble Minecraft clouds. Default clouds texture is no longer cropped to 32x32 pixels. Biomes are combined in one list and can now be animated. Particles
    Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added new particles; “Electric spark”, “Potion effect”, and “Teleport”. Updated default particles. Default particles now use the language file. Improved bouncing when hitting their bounding box. Minecraft support / Assets
    Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. 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". Updated Minecraft assets to 1.19. Inverse kinematics
    Added “Inverse kinematics” settings to limbs: Target: a setting for choosing another object in the animation to rotate/bend towards. Angle target: another object in the scene to use for rotating 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 this criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. Defines the "End offset" setting. (Ex. Distance from elbow to hand, knee to foot, etc.) Animation
    Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added "Bézier" transition. Added “Wind influence” slider for objects. Organized the transitions list. Camera
    Added “Zoom amount” setting for the distort effect. Added “Rotational” mode for camera shake. Cameras can be closer to objects without clipping through them. Changes
    Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” Added mesh caching to speed up bending limbs. To prevent excessive memory use, bend angles are snapped by 0.05° internally and only update every quarter frame. “Render” and “Graphics” settings are combined and are per-project. 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?". Sunrise and sunset no longer affects fog size. Timelines no longer use a random color for keyframes. Moved
    Moved playback time and buttons into a new timeline header. Moved the "Select all keyframes" button into a right-click menu. Moved “Blades” and “Blade Angle” settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport. Moved “View Grid Size” to the viewport. "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons are in 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. The workbench button has been moved into the viewport. 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. Rotation loops setting. Custom interface color settings. Custom interface font setting. "Shadow blur size" and "Shadow quality" settings. "Follow camera" and "Sunlight range" environment settings. “Gigantic (8192x8192)” option for Point light buffer size. FPS interface setting. (Custom FPS can still be set in the settings file.) Custom watermark settings. "Desaturate night" environment setting. "Noisy grass/water" graphics setting “Block glowing” / “Block glow threshold” graphics settings. "Custom object fog color" environment setting. "Foliage tint" appearance setting. "Bleed light" / "Foliage light bleeding”. “Advanced Color Effects” button. Bugfixes
    Fixed texture filtering artifacts. Fixed frame outlines leaving particle sheet preview. Fixed "redo" creating particle creator new particle type in particle creator. Fixed "undoing" creating particle creator not working. "Redo" creating a new particle creator. Fixed crash when "redoing" duplicating particle type. (If "redoing" from before particle creator was created.) Fixed "redoing" deleting particle type not working. "Undo" crashes after redoing. (If "Redoing" from before particle creator was created.) Fixed crash when deleting huge hierarchies. Fixed sunlight in low-quality rendering. Fixed timeline selecting being offset depending on scrollbar. Fixed crash if an asset's file extension wasn't fully lowercase. Fixed timelines and keyframes disappearing on edges of the timeline. Fixed slow viewport navigation during lag.  
    Installation:
    Windows: Run the installer executable or extract the .zip archive before running.
    Mac: Open the disk file (.dmg) and drag the Mine-imator icon to your Applications.
    Ubuntu/Debian: Either double click the .deb file to run the Software Installer or run the following command in the folder:
    sudo apt install ./Mine-imator\ 2.0\ Pre-release\ 2.deb Mine-imator can then be found in your Applications menu.
    Fedora/Arch Linux/Other distributions: Download the tar.gz archive and extract all the files, then run the Mine-imator executable.
     
    We hope you enjoy the 2.0 update, also please consider donating to help the project if you can!
     
    Donate to Mine-imator development
    ($5+ one-time or recurring)
     
     
  14. Wow
    Wallace reacted to david in mine imator is for everyone?   
    Mine-imator is for everyone, and the English-only rule is to make sure everyone can understand your topics (including non Spanish speakers). As the rule states, you can speak in Spanish in private messages. You may use Google Translate if you are unable to write in English.
  15. Upvote
    Wallace reacted to New_Gear_Animation in mine imator is for everyone?   
    - hola mine imator es uno de los programas de animacion mas populares de minecraft, pero eso no significa que mine imator y su comunidad no puedan hablar español, porque yo creo que mine imator es para todos y es ridiculo que me hayan puesto una multa de "solo puedes hablar ingles" No digo que me moleste y no estoy tratando de atacar a alguien, solo creo que no es justo para aquellos que no pueden hablar ingles, porque el programa es totalmente para todo, ¿no es así?
    - Hello, mine imator is one of the most popular minecraft animation programs, but that does not mean that mine imator and its community cannot speak Spanish, because I believe that mine imator is for everyone and it is ridiculous that they have given me a fine of "only Can you speak English" I'm not saying that it bothers me and I'm not trying to attack someone, I just think that it's not fair for those who can't speak English, because the program is totally for everything, isn't it?
  16. Upvote
    Wallace got a reaction from Fox Miner in Mine-imator 2.0 Pre-release 4 (Phase 1)   
    the home screen has glitches, shaking a lot
  17. Love
    Wallace reacted to My name is North_Xv in Dev update #22: Mine-imator 2.0 in C++!?   
    SO COOL!But my biggest expectation is that Mine-imator can support more languages, because my English is actually not very good!
  18. Funny
  19. Wow
    Wallace reacted to david in The rules of the Mine-imator forums   
    For everybody to enjoy the Mine-imator forums, we must make an effort to follow some guidelines.
    Speak English
    English is the language of the internet, including the Mine-imator forums. You can speak in whatever language you want in PMs, though. Don't create duplicate topics
    Keep the amount of topics to a minimum to improve the browsing experience for other members. Don't make more than one account
    It takes up forum space, causes confusion between members and makes moderation a headache.
    Alternate accounts will be detected, removed and a warning issued to the original account. Post in the correct subforum
    If you're unsure, see the header in each subforum to see what you can and what you cannot post there.
    Topics that are posted in the wrong place will be moved by a moderator. Don't use oversized signatures
    To save everyone from breaking their mouse scroll wheel, keep the signature size to a minimum. 200-250 pixels tall is the absolute maximum. If your signature is ridiculously tall, a moderator will remove it and give you a warning. Don't abuse the Reputation system
    The Reputation system was made to highlight  and incentivize helpful and constructive posts. Do not give up- or down-reps to a member just for the sake of increasing or decreasing their rank, or create shops to harvest Reputation in exchange for services. Doing this will result with a warning and eventually your Reputation reset to 0. Don't chat
    The forums are for intelligent discussions and not small talk. If you want to chat, go here or use the PM system. Don't use adf.ly or similar services
    Unless you are the rightful owner of the thing you're linking to. Don't post a status update about a new topic you've started
    If the topic is still visible under "Recent Topics" Do not revive dead topics
    A topic is "dead" if the latest reply is more than 2 months old. Rather than bumping them to the top, start a new topic. You may revive your own topics, as long as you add new information. Topic revival is only allowed if the topic is posted in the Mine-imator creations or Mine-imator resources sections of the forums. Use the report button, don't resort to mini-modding
    If someone is breaking any of the rules here, don't post anything. Rather, press the "Report" button in the top left of the offender's post. This will alert all moderators, leaving a message like "This is posted in the wrong forum!" will not. Taking matters into your own hands like this is called mini-modding, and posts like that take up space and do not add anything to the topic. Read more about mini-modding here. Do not impersonate others
    This includes regular members, moderators or banned users (by using the infamous "BANNED" avatar) These things are not tolerated ANYWHERE on the forums (including the Discord and PMs)
    Discussions of illegal subjects/activities (this includes software cracking, torrenting, etc.) Offensive/racist/rude behavior or imagery Bullying or discrimination Spamming (constantly posting the same content, nonsense or useless posts just to get noticed) Pointless swearing/overuse of CAPS Gore/Screamers or other frightening imagery Links to viruses/trojans/malware Images of/links/heavy references to sexual content Advertising potentially malicious products or sites (if you are unsure, ask a moderator) Flashing imagery or excessive use of colors, special characters, smileys and/or oversized fonts Breaking the above rules will result with a warning sent to you by a moderator/administrator. Repeated warnings will result with a banning of your account.
     
     
    If we follow these rules, we can all have a good ol' time!
  20. Upvote
    Wallace got a reaction from Hagus in modeling crew from Among us + Enderman animation   
    Can the people in this forum only criticize?  no one ever comments on the good part
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