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Korbs

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  1. Upvote
    Korbs got a reaction from Zerghunter666 in Bees - 1920x500   
    Bee Rig: 
     
  2. Upvote
    Korbs got a reaction from IraelianEnergy in Bees - 1920x500   
    Bee Rig: 
     
  3. Upvote
    Korbs got a reaction from Fatty0666 in Advanced Audio Editing   
    I see that adding sounds in Mine-Imator is simple and easy to do. But all you can do in the time line is adjust volume in the animation. 
    Seeing more options for sounds like leveling pitch, L/R balancing, bAsS BoOsTeD(jk, not nessesary), volume leveling, and noise removal.
  4. Upvote
    Korbs got a reaction from CRAZYKOKEBROZ in Advanced Audio Editing   
    I see that adding sounds in Mine-Imator is simple and easy to do. But all you can do in the time line is adjust volume in the animation. 
    Seeing more options for sounds like leveling pitch, L/R balancing, bAsS BoOsTeD(jk, not nessesary), volume leveling, and noise removal.
  5. Upvote
    Korbs got a reaction from Mineshaft Animation in Advanced Audio Editing   
    I see that adding sounds in Mine-Imator is simple and easy to do. But all you can do in the time line is adjust volume in the animation. 
    Seeing more options for sounds like leveling pitch, L/R balancing, bAsS BoOsTeD(jk, not nessesary), volume leveling, and noise removal.
  6. Upvote
    Korbs got a reaction from Frost in Advanced Audio Editing   
    I see that adding sounds in Mine-Imator is simple and easy to do. But all you can do in the time line is adjust volume in the animation. 
    Seeing more options for sounds like leveling pitch, L/R balancing, bAsS BoOsTeD(jk, not nessesary), volume leveling, and noise removal.
  7. Upvote
    Korbs got a reaction from _Blue in Bees - 1920x500   
    Bee Rig: 
     
  8. Upvote
    Korbs reacted to Ian_The_One in Beeper Pixel art   
    Beepper pixel art requested by @Frost*
     
    Enjoy.
  9. Upvote
    Korbs got a reaction from crustyjpeg in Bees - 1920x500   
    Bee Rig: 
     
  10. Upvote
    Korbs got a reaction from YoshiHunter in Bees - 1920x500   
    Bee Rig: 
     
  11. Funny
    Korbs reacted to Cryptic Runner in Bees - 1920x500   
    Cool meme templates
  12. Upvote
    Korbs got a reaction from Cryptic Runner in Bees - 1920x500   
    Bee Rig: 
     
  13. Upvote
    Korbs reacted to olimerkido in Mine-imator cloud rendering on Linux   
    Again, most people on this forum from my experience a few years back, I got a lot of hate for using wine (wine is not emulator) to run Mine-imator on Linux

    But if you could run Mine-imator on Linux it would bring a lot of benefits even to the Windows users, because the cloud mainly runs on Linux, so people, or even you yourselves could start a business rendering people's projects at high speed, and a button on the Windows version to send it to a server.

    Also I don't use Windows, I use Linux, MacOS and iOS. A full version on Linux, as-well as a cloud rendering server would also be nice, but it might only cater to a very small percentage of your audience
  14. Upvote
    Korbs reacted to Dannyboi in Mine-imator cloud rendering on Linux   
    A fellow Linux/Unix user here! Unfortunately Mine-Imator is written using GameMaker Studio, of all things. That wouldn't be much of a problem by itself but Mine-Imator relies on DirectX for rendering and other libraries written and compiled for Windows systems in order to make up for the shortcomings of GMS.
    A port isn't completely un-viable in the future but as of now it can't be done because everything would need to be rewritten to an extent to fit *nix systems. I'm not sure whether MI uses some edge-cases which requires it to use DirectX, even though I believe OpenGL is available for GameMaker but either way it'd be a very hefty job which nobody is ready for as of now.
    If you're interested in the source code then you can find it here at David's Github.
  15. Funny
    Korbs reacted to Jake_28 in Mine-imator 1.3 Trailer   
    “Now supports Mac”
    dll files: are we a joke to you?
     
    Everything other than teamworking seems pretty plausible though
  16. Upvote
    Korbs reacted to Zelin in TV in a nutshell (English Subtitles)   
  17. Upvote
    Korbs reacted to __Mine__ in Fourth of July [4K]   
    Happy 4th of July to all you Americans out there!
    The Skeleton is about to set off an extra-large firework, with Dave and Chesty all tied up! Will Mine manage to rescue them in time?

    Advanced Skeleton Model by @SoundsDotZip.
  18. Upvote
    Korbs reacted to Alkaide in Multiple Timeline Suggestion   
    Hello, my name is Alkaide.
    While I was sitting and working on my project, clicking and tapping my mouse and keyboard. Something popped out of my head while looking at one thing.
    The Timeline.

     
    Timeline is where we animate our characters and models for our animations. We create an instance of our model, put it in the world, then we start making keyframes on different frames and make configurations of this model to create the illusion of movement.
    I have noticed that no one actually has suggested something like this, or has it been done but I have not seen it? But nevertheless, I am here to express my suggestion for the timeline section of Mine-imator.
    Multiple Timelines.

    First thing I have noticed with the timeline is that it's not similar with the tab below.

     
    Now I thought to myself, what if we had multiple timelines?

     
    Don't really mind how many Timelines we can get. Maybe we can get 2 - 3, or 2 - INFINITE? The decision is up to the user to how many timelines will he have.
    That's the main idea of this topic. But I'm going to divide this topic in a few ways to make it understandable.
     
    WHAT . HOW . WHY
     
    <> WHAT IS "MULTIPLE TIMELINES" ? <>
    Multiple Timelines is where the user is able to configure how many timelines he may have in a project. This is not a SETTING feature but instead a "Project Feature", (Setting features are similar to color interfaces and preferences and goes with you from different projects).
    To configure or decide how many timelines you would want to have in a project, here's my illustration.

    I don't really have any idea with the limits of number of timelines, but let's say I want 3 timelines for this project.
     
    Now, three timelines are created.
    Timeline A.

    Timeline B.

    Timeline C.

    But Alkaide, why does Timeline B and C do not have the Steve and Cube?
    We'll get to there, Billy.
     
    <> HOW DOES "MULTIPLE TIMELINES" WORK? <>
    Well, this may sound complicated- but I'll try to go through this one by one.
     
     
    1. You can decide where does one instance go on which timeline.
    For example, let's say you have Cube. Forgive me for these illustrations.

    You can decide where "Cube" goes on which timeline.

    As we see here, Cube is in Timeline A- but I want it to be in B too!

    Now when we look in the timeline; we see it like this.
    Cube is in Timeline A.

    Cube is in Timeline B.

     
    Same method goes to putting Cube in Timeline C too. Just check the box and Cube will appear in all three Timelines.
    But Alkaide, is it also possible to remove Cube in Timeline A?
    Yes Billy, simply by unchecking the box in Timeline A removes Cube from TImeline A.
    But Alkaide, what if all boxes are unchecked, would the Cube disappear?
    Good observation Billy, I haven't really thought about that one. But I think a notification will pop up saying "You cannot remove all timelines for an instance!". Similar like that.
     
    LAGGY PC. TOPIC IS STILL UNDONE. STILL EDITING. POSTING INCASE MY PC DIES AND I LOSE EVERYTHING. 9:36 PM 7/2/2019
  19. Downvote
    Korbs reacted to MedoTEM in shall i release this fidget spinner rig   
    so i made this rig and i don't know if i should release it or not
    here it is btw
    http://imgur.com/a/ti6yq
  20. Downvote
    Korbs reacted to Nimi in How much stuff can you load before Mineimator becomes unsmooth? type your computer.   
    Performance usually depends on what's being rendered in Mine-imator and not what's being held in memory.(Though having multiple HUGE scenes could be an issue.) I can have a ton of human models in my scene and the performance will drop, but once they're hidden, a lot of performance is restored. Also, Mine-imator is single-threaded, so multiple cores won't help you too much with making Mine-imator run faster.
  21. Upvote
    Korbs reacted to david in Welcome!   
    Today, December 20th, marks the beginning of the Mine-imator forums!

    Here you can exchange tips, ideas, resources, creations and hold discussions around the animation studio Mine-imator, the game it was based on or anything you'd like! I hope you have a good time here!
     
    Main categories:
    Mine-imator forums discussion Mine-imator discussion Minecraft discussion Off topic discussion  
    Remember to follow the rules, which all categories of this forum uses:
  22. Upvote
    Korbs reacted to Hozq in Smooth playermodel   
    So i've been experimenting with different ways of creating smooth body bends for a while, i recently found a way to make a body bend that only uses 1 single part. This reduces the lag it produces by like 25 - 50% , I don't know when i'm going to be releasing this but hopefully sometime soon. 
     
    gifs and pictures VVV
    https://gyazo.com/3bcd328ad837734fc578ee5c5a729f6e
    https://gyazo.com/5ee8669d1722e4772270cda84aad796f
    https://gyazo.com/7a68b2c891906bf6e2da3d9ba473ca5e
    https://gyazo.com/9264ce465627eaaafb25b72ed7ae8693
    It features:
    Smooth body bend that is not extremely sensitive.
    ankels and wrists.
    Full character second layer support (although atm it's bugged at the sharp bends)
     
    Bugs:
    The second layers bend like they're in realistic bend mode even though it's set to blocky.
    https://gyazo.com/9000e4d0fa49c2f577998de947d2bb77
     
    I still haven't made the 3 pixel arms version yet, so when i've hopefully found a way around this bug and made the alex version i think it's ready to be released.
    Let me know what you think!
  23. Upvote
    Korbs reacted to SKIBBZ in Shooting Star (Wallpaper)   
    This wallpaper was heavily inspired by 9redwoods' "Small Wallpaper Dump" post. This one in particular.
     
    Fun fact: I was going to make a time-lapse video for this, but I only recorded the progress in Mine-Imator so for the last hour or so it was recording a black screen while I was in Photoshop. Nice.
     

    Un-edited


  24. Funny
    Korbs reacted to TheCollieStalks in Bus Prank   
    Credit to @Dawid24M for the bus model (the model was really easy and fun to work with!)
    Credit to @Ghatos for these nice low detail vehicles driving in the background (the model was exactly what I was looking for, with lots of variations and
    fits nicely on this city road!)
  25. Upvote
    Korbs reacted to AsdewQ in How to install Mine-Imator on Linux (PlayOnLinux method)   
    This is a tutorial on installing Mine-Imator on Linux.
     
    1. Install Play On Linux. For Ubuntu, open Software center and install Play On Linux or run command 
    sudo apt install playonlinux  
    2. Open Play On Linux and press "Install". There is a text in bottom left corner "Install a non-listed program". Click it. 
     
    3. You have to Install a program in a new virtual drive. Give it a name. Select install some libraries. Press next and select 32 bit windows installation.
     
    4. Select POL_INSTALL_directx9, POL_INSTALL_dotnet40, POL_INSTALL_dxdiag, POL_INSTALL_dxfullsetup, POL_INSTALL_ffdshow, POL_INSTALL_VideoDriver and POL_INSTALL_xvid. Download Mine-Imator from here and select the file in Play On Linux Setup. Follow the installation in Mine-Imator setup program. Make sure you don't have Launch Mine-Imator checked! 
     
    That's it! You might get error in installing libraries but just ignore it. Atleast works for me. Then you have working Mine-Imator on Linux. I don't guarantee this works. Use at your own risk!
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