Reputation Activity
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Riftjaw reacted to WheelOfTime in How To Make Great Lighting Without High-Quality Rendering!
Portal Render Clip
The link above is to a video in google drive that should show you how I make great-looking renders without using high-quality rendering. If you want to get straight to the actual lighting process rather than the setup, you can skip to 7:10.
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Riftjaw reacted to Nimi in Dev update #23: 10th year anniversary and... IK?!
Hello everyone!
Today marks the 10th anniversary of Mine-imator, and with the second phase of 2.0 just around the corner in September with Pre-release 5, I've revealed 7 of the biggest features coming on our Twitter page. But just in case you haven't seen them, I'll show them below. These features have been in development since 1.2.6 was released and were originally going to be in Pre-release 1 but we decided to release the new engine and importer by itself first to get it stable in the first pre-releases. Now without further ado, the true potential of 2.0...
A full view of 2.0's new interface system, Inventory
Custom render settings in projects
Bezier curves/custom transitions
Paths (cool rollercoaster video)
Anti-aliasing improvements
Materials and reflections (+ PBR resource pack support) (video)
Inverse Kinematics
As you can see, with 2.0 being the last major update David and I have involvement in, I wanted to go out with a bang and cover as many bases as possible. We're still grinding out the last serious bugs before Pre-release 5 comes out (...with more bugs 🐛), so I hope you're looking forward it, there's a lot to mess around with! However (since not many people are aware), volumetric fog/light rays will not be coming to Mine-imator, you can read more about that here. Now despite that, before I go, I want to say thank you for the support I've received recently and to everyone else that's donated to @david and I, we couldn't have made this update as legendary as it is without everyone's support. 👍
/Nimi
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Riftjaw reacted to david in Dev update #22: Mine-imator 2.0 in C++!?
Greetings!
With the 10 year anniversary of Mine-imator coming up, I’ve decided to temporarily rejoin the developer team and add some long requested features you will soon be able to download in an upcoming version 2.0 pre-release arriving late May/early June!
@Nimi has done some phenomenal work on new features (many not even announced yet!), however the graphics engine used (GameMaker) has been a big obstacle towards optimizing the software and ensuring good framerates and memory usage with all the new additions. Therefore I have jumped in to lend a hand and I've finally been able to successfully migrate Mine-imator to a new graphics engine using the C++ programming language for added performance, optimized memory (x64) and multi-platform support. For all the technical details see the bottom of the post.
In order to facilitate the development we have greatly appreciated your support throughout the years, creating and sharing content, giving suggestions, reporting bugs and especially with donations! Mine-imator has for the past decade been completely free and will remain so, but your donations have helped keep it alive with webserver costs and directly funded the development of version 2.0 (for instance, I had to get a MacBook for this update 😉). If you have not donated yet to the development team or wish to continue supporting, see the link below:
Donate to Mine-imator development ($5+ one-time or recurring)
With all that aside, let’s get to the new features found in the first 2.0 pre-release, later followed by additional releases with Nimi’s UI changes, animation improvements and rendering features (See Dev Update #21)!
Let’s get HYPED!
Starting off small yet useful, an actually working Cancel option when clicking the program’s X!
Next up something for the multi-monitor animators: No more crammed workspaces, simply detach your timeline or camera view into a second window and drag it to another screen!
Scenery/.schematic file loading has been multi-threaded and optimized to be around 10 times faster as well as taking up less memory, allowing much bigger regions than before! In addition, the scenery is cached and instantly loaded upon re-opening your project (with no loading bar).
Mine-imator will soon be able to handle much more complex projects with a speedup between 3-5 times compared to earlier versions when rendering many objects. This is made possible with CPU optimizations and combining objects into batches before sending them to the GPU for rendering (Mine-imator will not be allocating more CPU resources compared to current versions, just using them more efficiently).
Linux users have been left out of using Mine-imator for 10 years, but no more! Version 2.0 will run smoothly on Debian/Ubuntu operating systems with all the same features!
(P.S. If you have another favorite Linux distribution let us know)
Same goes for Mac OS users after countless requests!
Finally, the “Import from World” option has been completely reworked to have a 3D interface for more easily selecting a section of your world to animate. Despite being 3D and having more options, it will also load worlds much more quickly compared to the current version and in general be more stable. It will also be integrated into the software rather than opening a pop-up window, and accessed with a shortcut in the toolbar.
Behind the scenes of the 2.0 C++ port:
(Things will get technical and nerdy, you have been warned!!)
Be sure to keep an eye out for the upcoming pre-releases, following our Twitter page or joining our Discord chat might be a good idea. 😎✌️
Once again thank you for all the support through the years and keep on animating our favorite block game!
/David
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Riftjaw reacted to KenTracer in Minecraft Story Mode animation test #4
A more realistic Chest opening for Minecraft Story Mode character Rigs. I like this animation, and it still is a test so it can be perfected. I also plan on doing the "actual" chest opening from Minecraft Story Mode since I want my animations to be close to story mode but this right here is nice.
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Riftjaw reacted to Its_me_Tony in ? Morning Vibes ?
First render after my pc exploded ^^
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Phone used rig used: https://www.youtube.com/watch?v=vJNJFyTEzG8&ab_channel=CraftmanSevenEighty
Clock rig & bed rig used:
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And finally the render! ;D
Just enjoyed making it ^-^
Oh and btw! Got a name update ;D
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Riftjaw got a reaction from Supreme Whovian in High in the Sky [Wall-E and Eve]
I love the movie this is based on. It looks so much like them!
Also, doing mostly non-mc in mine-imator sounds pretty challenging! You've got a real talent for it!
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Riftjaw reacted to Nurimator in Cyberpunk Skeletons Mine-imator Render
i made this render with 100% Mine-imator.
any suggestion??
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Riftjaw reacted to XxxTheRedrocker95xxX in High in the Sky [Wall-E and Eve]
This Valentines Day, Eve took Wall-E out to fly high above the ocean. After all, what better way to spend the day, than to be with your one and only truelove?
For the record, I am not releasing these models as of yet, they are private. I have considered lending them out to certain people, but I'd like to get more features into them. I've been trying to learn proper lighting and animation, and this was one of the first wallpapers that I'd created! (Also yes, I know about the fog showing in the corner, lol) I'll be doing another proper valentines wallpaper later today, but I wanted to post this one, since it fits the boot. If you want to use this image in something, (cropping it into a thumbnail, or whatever) please send me a message. I have no problem with it as long as I'm credited for it, and have been notified. Have a happy valentines everyone!
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Riftjaw reacted to RNUB in Mojang Style Render in Mine-imator
btw I use Mine-imator BRDF version which is made by my friend
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Riftjaw reacted to insanehelix7076 in Having Trouble Importing Projects (I'm a newbie)
Don't be harsh on yourself.. it gets kinda old pretty fast when you act like a life coach or at least in a way.
if you think your dumb, just let that thought go, your respected like everybody else, your smart and i know it.
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Riftjaw reacted to DewBobson in Having Trouble Importing Projects (I'm a newbie)
Hi. I was planning on messing around with a facial rig in Modelbench, and the file for the rig is a .miproject. However, if I try and import a project, it only shows the option to import models. I've been trying to figure this out for around 2 hours, and It's just getting on my nerves. There's no results online, either. So some help would really be appreciated. Sorry if this may waste anyone's time, I'm just new and dumb.
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Riftjaw reacted to Abidcraft in Jesse (Season 2) Rig pack From MCSM (W.I.P)
-=June 19 2019: Update!=-
New Update! (June 19 2019)
Old Update:
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Riftjaw reacted to XxxTheRedrocker95xxX in Movie Accurate R2-D2 Model [With all Gadgets] [W.I.P] [Unreleased]
This has been my little project over the past week or so. I haven't seen anyone take on the task of making a movie accurate R2-D2 rig, with all of his gadgets so I figured I'd give it my go! He's based specifically off of the original Radio Controlled model seen in A New Hope, hence the black and blue holo-projector in the front and the single silver panel in the back.
Also, yes. This is in work in progress, because you need a download to put it in rigs, and I'm also not sure yet if I want to release him, but I did want to show him around.
So far, he features the following.
-Fully animated (Rotating dome, moving legs, etc)
-All doors open (even ones that don't open in the movies!)
-All gadgets (Minus ones from Clone Wars or his Rocket Boosters. Minecraft flames wouldn't look right!)
-Authentic Light systems (The logic screens are animated, and his light fades out like it's supposed to.)
-Third leg (It wouldn't be Artoo without it.)
His planned accessories are:
-Parascope (Seen in The Empire Strikes Back when he falls into the swamp)
-Life Form Scanner (Seen in The Empire Strikes Back in the beginning when they wait for Luke)
-Buzz Saw (Used in return of the Jedi, to free the heroes from the net trap)
-Gripper Arm (He uses this arm to fight Yoda over the flashlight)
-CPU Arm (The arm he uses to plug into doors and control panels)
-Taser (In multiple movies, though most noticeably used in Revenge of the Sith, to kill the buzz droid)
-Drink Server (Return of the Jedi, Jabbas Sail Barge)
-Side Arms (I believe he uses these to press a button in A New Hope but I could be mistaken. You should be able to find them in a reference.)
Have a look for yourself!
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Riftjaw reacted to XxxTheRedrocker95xxX in WALL-E HyperRealistic Model [Sneak Peak]
This is a model that was mainly inspired by my recent loss of internet. I lost connection to the digital realm, and had a disc of WALL-E laying around, so I spent 5 hours going through the movie getting high resolution screengrabs for a Mine-Imator Model. Here is a small preview of him. Also in the works, is Eve, and potentially more further down the line. He's packed full of features. Just about everything he does in the movie, this model can accomplish as well. This includes Transforming, Charging in the sun, and more! More to come once he is completely finished.
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Riftjaw reacted to tutibrave in tutibrave's Mojang Models [WIP]
Steve Model
Alex Model
MC Dungeons Models
Valorie Model
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Riftjaw reacted to Nimi in Dev update #20: 2020 wrap-up and 1.3 progress update
Greetings animators. And happy holidays!
I know this year has not been easy for any of us-- from million-acre forest fires, a worldwide pandemic, and everything in-between. I am sure the long wait for 1.3.0 has not helped either. To end this year on a high note, I'll be sharing a progress report of what's been going on with 1.3.0's development, showing how it'll play out until release explaining why this update is taking a while.
Inventory
In the previous Dev update, I mentioned Inventory, the new design language designed by @Voxy planned to be in the next update. I have been working solely on Inventory's addition since early September (Before the last dev update!) and still working on it. Since Modelbench's full release, Voxy has been hard at work refining the design language. Nothing too extreme, these changes are far more visually appealing and coherent than ever before. I plan on finishing Inventory sometime before next Spring.
The endgame
After 5-7 months of Inventory's development, I'll be moving onto more graphical features I still have planned. Afterwards, I'll be looking into optimizations to help with render times like frustum culling which will help with off-screen objects. After all this, I think it will be Summer and close to the next Minecraft update. I will be taking the remaining time to refine and polish the update for public pre-releases soon after Caves & Cliffs releases in late Summer. It will be a long wait for sure, but I am sure it will be well worth it!
That's all I have this time around; I don't have new features to show since Inventory is my top priority till Spring. Until next time, I hope you all stay safe and have a happy new year!
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Riftjaw reacted to dublUayaychtee in optifine jem files
I will try this, thank you.
Update: it worked thanks
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Riftjaw reacted to Danese in Mine-imator = Wholesome
Hey,
I'm just a random person waiting for a render to complete and I just wanted to say "Thank you" to those who develop Mine-imator. I don't exactly have any money to donate to you guys, which is why I have decided to make this sappy post just to say "thank you" for all of the hard work you guys have put into this application. I greatly enjoy using Mine-inator for a large variety of projects, ranging from animations to rendering stills for thumbnails and even short gifs, and I am extremely happy that I am able to remove the watermark without having to purchase a license.
So, thank you. :)
-Danese
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Riftjaw got a reaction from Jake_28 in 1.16 Worlds not loading in world import
It worked! Optimized again, walked around, used mcaselector to delete extra chunks, it worked! Hallelujah!
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Riftjaw got a reaction from Jake_28 in 1.16 Worlds not loading in world import
Tried mcaselector, I think I'll have to walk around more. It seems you were right about the problem. thx
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