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moder in miner

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    moder in miner reacted to Nimi in Dev update #19: Taking Inventory   
    Hello everyone, and hope you're all doing well!
    It's been a while since the last dev update, a lot of crazy stuff has been going on in the world since then. However despite the madness, I still found time to work on the next exciting update for Mine-imator! Not much progress has been since then, but I figured I would show off some things I've been working on. The renders featured in this dev update were made by @Keep on Chucking.
    Volumetric fog
    For those who have seen the last dev update, I showed off the new volumetric rays. Originally, I wanted to make the rays a proper volumetric fog with sunlight scattering through. After revisiting this feature this past Summer, I've upgraded them to a proper fog effect! This effect can be used alongside the default fog included in Mine-imator and there will be an option to switch back to the volumetric rays shown in the previous dev update.
     
    Indirect lighting / SSGI
    New shadows? Improved ambient lighting? There no way lighting can get any better.. can it?! It can. Introducing: Indirect lighting, a secret ingredient among many to making your lighting really pop in your scene by allowing direct lighting to be casted from bright objects automatically, and allowing light to bounce from objects directly lit by light sources and tint the surrounding area! This feature really brightens your scene up and makes lighting a lot easier to set up. However, due to being a screen space rendering technique, the effect will only work with lit objects that are visible to the camera.
     
    Inventory
    After overhauling the rendering in Mine-imator, I'm now onto integrating the rebrand in Mine-imator. Inventory is the name @Voxy has decided on for the slick design language Modelbench uses and what Mine-imator will eventually receive in the next major update. This process will take a while, as Mine-imator's codebase is arguably bigger than Modelbench's. In the meantime, if you have any questions concerning the new interface, feel free to drop them below in the replies for Voxy to answer in an upcoming Q&A post!
    That's all I've got to show for now unfortunately! While things may be moving at the pace of a snail, I'm afraid things won't speed up any time soon since I'm the only developer working on this update after all, and I have a part-time job and doing full-time college. However there's no need to fret, as Voxy and I are trying our best to make this the best update we can possibly (and reasonably) make it. Until next time, keep on animating.
    Oh, and of course, one last thing...
     
  3. Upvote
    moder in miner reacted to Nimi in Modelbench 1.1.5   
    Download 1.1.5
    Version 1.1.5, 2023.02.28, changes:
    This patch focuses on parity with Mine-imator 2.0's interface and feature changes. Due to changes with the GameMaker, Modelbench is only available for 64-bit Windows computers.
    Full patch notes available below:
     
    Version 1.1.4, 2021.02.12, changes:
    This patch focuses on bugfixes.
    Full patch notes available below:
     
    Version 1.1.3, 2021.01.16, changes:
    This patch focuses on bugfixes and file dropping support.
    Full patch notes available below:
     
    Version 1.1.2, 2020.09.02, changes:
    This patch focuses on stability and fixes bugs related to controls.
    Full patch notes available below:
     
    Version 1.1.1, 2020.08.28, changes:
    This release focuses on further improving the program's user interface and controls, based on user feedback.
    Notable changes include:
    ?️ A new, context-sensitive actions bar at the bottom of the screen, which lists all the available commands and shortcuts.
    ↔️ The resize tool joins the modeling toolset, allowing you to resize shapes from the viewport.
    ?️ The camera controls now use the left mouse button by default, just like previous versions. A setting to change it back to the middle mouse button is also available.
    ? By popular demand, walk navigation has been brought back! While you can still access it by holding down the right mouse button, a handy button is also available in the viewport's toolbar.
    ? Various improvements to the user interface and experience.
     
    Full patch notes available below:
     
    Version 1.1.0, 2020.08.16, changes:
    Controls
    Changed navigation controls: Added panning (Shift + Press mouse wheel + Drag mouse) Changed orbit control (Press mouse wheel + Drag mouse) Removed first-person navigation Added settings to top toolbar: Absolute snapping Enable/disable overlays (eg. Grid, gizmos, outlines..) Wind settings Viewport render options (Flat, shaded, and textured.) Viewport shading options (Solid and textured modes only; Ambient occlusion & lighting) Blocky bending  Added bend tool, allows editing: XYZ bend angles (Wheels) Bend offset (Bend tool icon) Bend size (Bend handles) Added group-select. (Left-click + Drag mouse) Added plane gizmos for the pivot, move, and multi-transform tool. Added object panning for the pivot, move, and multi-transform tool. (Press and drag tool icon in the viewport.) Added "New model" and "Import model" shortcuts. (Shift + "New model" shortcut will create a new model from a template.)  Added snapping for XYZ scale viewport gizmo. "Save model" shortcut + "Shift" saves the model as a copy. Changed default snapping behavior in the viewport, value(s) now snap relative to the original value(s). (Absolute snapping reverts this.) Gizmos now fade away at grazing angles. Mouse position now wraps in viewport area when moving gizmos/navigating. (Also applies to UV editor.) Lowered default snapping value when snapping is not enabled. Interface
    Added element search. (Moving elements in the hierarchy is disabled while active.) Added highlight to elements in the viewport when hovering them in element list. Added "locale" string for language files. Language setting now uses given language name in included language files. Element names can now be edited in the element list by double-clicking them. Shortcuts are now displayed in the side menu. File dialogs for importing a model and browsing templates now use correct captions. Snackbars now fade when closed. Model save errors are now combined into one notification. Closing the menu or switching menu tabs now closes the "About" popup. "Allow Minecraft skins" and "Hide shapes" settings now support undo/redo. Updated error and accent colors. Updated startup splash. Updated icons. Updated program icon. Models
    Added .obj exporting. There are a handful of restrictions due to the limitations of the format. Added "Feature set" program setting to hide specific features in the interface, models will still be saved as .mimodel. Duplicating parts will now add a duplicate suffix. (eg. (1), (2), etc.) Bugfixes
    Fixed snackbar memory leak. Fixed textbox click area for wheels. Fixed viewport toolbars becoming opaque when the mouse is nearby while the side menu is open. Fixed "Inherit bend angles" affecting parts with no bendable axes. Fixed interface colors updating mid-frame. Fixed model scale snapping while snapping is disabled. Fixed model scale intensifying move gizmos. Fixed size of pivot tool gizmos changing based on shape offset values.  
    Version 1.0.x:
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    moder in miner got a reaction from CRAZYKOKEBROZ in Keyframe randomizer   
    if I understood you correctly, this is impossible without the inverse kinematics, since it will be more error-prone than the difference ?
  5. Upvote
    moder in miner reacted to Nimi in Dev update #12 part 2: A bright future and Modelbench news   
    Hello fellow creators! 
    As many of you may know by now, I'm now a Mine-imator developer. Now to kick things off, I've been planning a big update since I discontinued the Community Build mod. And now since I stopped a (rather popular) mod of Mine-imator, I didn't want to leave its features hanging and to never be seen by the world again, so I've decided to put them aside for the next major update.
    Now that's not all I have planned, due to a ton of requests for better graphics in Mine-imator, I've decided to make the next update themed(at face value) around just that. Some things to expect in the next major update:
    Bloom effect for the camera.(Remade completely, look at image above by @Voxy.) Glow effect option for various objects. And other various unnamed post processing effects coming to the camera.  There are some other things I have planned, but that should be enough to reveal about the next major update for now. There is currently no ETA for the next major update as it has not entered development yet. The next major update will begin development once David is finished with 1.1.5 and Modelbench has been released to the public.
    Now about Modelbench, it will not be released this month. It'll be released sometime after 1.1.3 so it will contain the new bending mechanics as David revealed in part 1 of this dev update.
    So in a nutshell, an update with Community Build features and new graphics is planned and Modelbench will be released sometime after Mine-imator 1.1.3. This update will take awhile due to having to wait till it can be started, and how long it'll take to make so until then, happy animating and happy holidays!
     
    < Part 1
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