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DickyWong

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  1. Upvote
    DickyWong reacted to WinnythailandFX in Minecraft 1.20.3 Assets (grass > short_grass / Fixed missing grass)   
    idk who cares about grass is missing or not if u care download here
    Download
     
    Mojang made change to grass name from " grass " to " short_grass " on version 1.20.3 Which cause Mine-imator not able to load grass
    and fortunately it was simple fix, just change few lines code and rename "grass" to "short_grass" lol 

    - Note: Don't Downgrade your world, it gonna delete grass from your world, and also not an option
    - Other note: There is no 1.21 assets are in here, just a grass that had been rename to short grass to fix a world that on version 1.20.3 only+
     
    Tutorial:
     
    Preview:
     
  2. Love
    DickyWong reacted to Lagadarians in How to export .MIMODEL model in BlockBench ?   
    Thanks for the tutorial, there are no tutorial like this in YT but thank you so much!
  3. Upvote
    DickyWong reacted to Bruh_ in Plugins, Are There Plans For It?   
    Plugins, Are There Plans For It?

    Hi, I'm not good with words so I will jump straight into the point. I think plugins are an essential tool for design programs like Blender, auto-Cad, Fusion360, Cinema4D ... all have their respective plugin catalogues which enables every creator to create in their own way in a way that is tailored to them by utilizing plugins. My question are there any plans for a plugin system for MineImator? Because setting up the whole development environment and being proficient enough in c++, c#, gml for creating a simple feature is a harsh requirement for any opensource project who's main target is not expected to have programming knowledge.
    (I'm sorry for I can't help by contributing to this project cause I can't seem to get the development environment running [spent +10 hrs on this, yes I'm an idiot] )    
     
       
     
  4. Upvote
    DickyWong reacted to Excitablecell in Mine_imator Violet source code release   
    Two years after the release of Mine_imator Violet, it still boasts some unique features, such as volume fog. Although I no longer maintain this project, I sincerely hope that future developers can draw some inspiration from it.
    Recently, We've noticed that there are individuals trying to modify the original version of Mine_imator and add new features. We believe that our previous work can provide some insights for such endeavors, which is why I've decided to release the code on GitHub.
    In fact, I had previously published the code on Gitee, a Chinese code hosting platform. However, it seems that posting code on Gitee is now subject to scrutiny and I've received feedback from friends in other countries that they can't access the site. Given these issues, I've chosen to migrate the code to GitHub.
    Btw there have always been rumors floating around that Mine_imator Violet is malware or contains viruses. I want to clarify that these claims are utterly baseless. In reality, if you have experience in writing Python scripts which reads or modifies files (exactly what the mouth animation generator and Minecraft model importer do) and share it, it's likely to be flagged by antivirus software and websites. Please don't spread those rumors; it really gets me down. I have now published all the code on GitHub, and welcome everyone to review it. If you confused, you can compile it yourself and check for yourself.
    If you have any questions or concerns, feel free to leave a comment or raise an issue on the GitHub repository.
     
    Mine-imator violet code
  5. Upvote
    DickyWong reacted to Swooplezz in Modelbench Community Build V1.0.0   
    DOWNLOAD
    DISCORD SERVER
    OFFICIAL TWITTER
     
     
    What's New?
     
  6. Upvote
    DickyWong reacted to Ayrzens in Opaque V1 (Advanced Auto Extrude)   
    Showcase Video

     
    Download Here
    Based on the Advanced Auto Extrude model,
    I bring you Opaque V1 For 2.0!
     
    Features:
    IK controls
    Wrist & Ankle
    Face Rig
    Advanced Extrude
    Selectable Hair
     
    Including Presets:
    Hat

    Taper Hood

    Bendable Mask

    Details:
    There're two types of Extrude. The first being the Advanced Auto Extrude, and the second being the selectable hair.
     Tutorial on how to Advanced-Auto-Extrude is included in the video, and for the selectable hair version, all you
    have to do is to disable the skin parts of the head.
     
    Also, I'd suggest to disable the IK for arms since arms don't really need IK in most situations.
    EDIT:
    I have fixed the wrist bending glitch, and also the teeth glitch where it doesn't rotate with the head. If you had downloaded before 7/17/2023, please re-download the model.
  7. Upvote
    DickyWong reacted to ValiantShishu in [简体中文] Chinese Mine-imator Translation | MI 2.0.2   
    支持2.0正式版了,建议直接下载文件来进行替换。部分译文 在wiki上没有,如有确定或错误记得告诉我
  8. Upvote
    DickyWong got a reaction from kids_learn in How to export .MIMODEL model in BlockBench ?   
    Actually, BlockBench has an .MIMODEL Exporter addon inside it.

    But the only problem is your model should be box UV so I will teach you how to change you models in to the box UV.
    _________________________________________________
     
    Frist, select all your cube (CTRL+A)

     
    Then, click the "Create Texture"(CTRL+SHIFT+T)

     
    Choose your "Pixel Density" and tick the "Box UV" then Confirm

     
    It will create a new texture, then save it

     
    BlockBench isn't very smart, sometime you need to fix the UV by yourself



     
    When everything is done you can export to .MIMODEL

    _________________________________________________
    DONE



  9. Upvote
    DickyWong got a reaction from CanIIA in How to export .MIMODEL model in BlockBench ?   
    Actually, BlockBench has an .MIMODEL Exporter addon inside it.

    But the only problem is your model should be box UV so I will teach you how to change you models in to the box UV.
    _________________________________________________
     
    Frist, select all your cube (CTRL+A)

     
    Then, click the "Create Texture"(CTRL+SHIFT+T)

     
    Choose your "Pixel Density" and tick the "Box UV" then Confirm

     
    It will create a new texture, then save it

     
    BlockBench isn't very smart, sometime you need to fix the UV by yourself



     
    When everything is done you can export to .MIMODEL

    _________________________________________________
    DONE



  10. Upvote
    DickyWong 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)
     
     
  11. Upvote
    DickyWong got a reaction from CanIIA in Dev update #23: 10th year anniversary and... IK?!   
    Will you continue to update the new features in the future? Also, is it possible to add Global and Local coordinates in mine-imator? By the way, Thank you for everything you did in mine-imator.  
    Global

    Local

  12. Upvote
    DickyWong got a reaction from Ruby animations in Dose anyone have any good lighting tips?   
    Hope it can help you
     
  13. Upvote
    DickyWong got a reaction from JoeFly in How to export .MIMODEL model in BlockBench ?   
    Actually, BlockBench has an .MIMODEL Exporter addon inside it.

    But the only problem is your model should be box UV so I will teach you how to change you models in to the box UV.
    _________________________________________________
     
    Frist, select all your cube (CTRL+A)

     
    Then, click the "Create Texture"(CTRL+SHIFT+T)

     
    Choose your "Pixel Density" and tick the "Box UV" then Confirm

     
    It will create a new texture, then save it

     
    BlockBench isn't very smart, sometime you need to fix the UV by yourself



     
    When everything is done you can export to .MIMODEL

    _________________________________________________
    DONE



  14. Upvote
    DickyWong reacted to Voxy in How to Make Wallpapers Properly   
    Because nobody likes seeing wallpapers with lazily posed characters in vast and boring grassy fields, I bring to you "How to Make Wallpapers Properly", a place where everyone can learn how to improve their Mine-imator creations. This collection of tips is mainly aimed at beginners, but I'm sure more experienced people might learn a trick or two!
    If there's a topic you'd like me to cover in future tips, please let me know! Enjoy!
     
     

     


     
     

     


     
     

     

     
     

     



  15. Upvote
    DickyWong reacted to Cable_HHH in 3 Methods For Outline Effect   
    Oh ok, I will do it.
    Thanks for the tips
    Emm..., seem like I need to do some rearrangement, cuz there are gaps between every two pics
  16. Upvote
    DickyWong reacted to Cable_HHH in Enchanted Armor & Item   
    This is the final version of Enchanted Armor
    Using the same tricks as Keeponchucking's Hypercube
    Preview Here:
     
    Tips:
    1. The effect works best on Netherite Armor, worst on Diamond Armor.
    2. To,use this Model, first Extract the zip, then import the "Armed Steve", "Enchanted Item" and "Sky of Enchant".
     
    Download:
    https://www.dropbox.com/s/v1or4nf4tcxtugg/Enchanted_Resource.zip?dl=0
    credit isn't necessary, but I would appreciate it.
  17. Upvote
    DickyWong reacted to Randy11x in Mine-imator Dynamic Sword Swipe Effect Pack | RandyElevenX   
    MINE-IMATOR DYNAMIC SWORD SWIPE EFFECT PACK
    by RandyElevenX

     
    made using item sheets
     
    has 3 miHoYo-styled swipes
    and 4 anime-styled swipes

    Youtube showcase : 
     
    Download : https://cdn.discordapp.com/attachments/731865356544508008/831415282064424960/swipefx.zip
  18. Upvote
    DickyWong reacted to Cable_HHH in 3 Methods For Outline Effect   
    Here is the tricks










    Sorry for my bad English
     
    Here is the whole pic for keeps
  19. Upvote
    DickyWong got a reaction from Maks1mDiamond in Dev update #23: 10th year anniversary and... IK?!   
    Will you continue to update the new features in the future? Also, is it possible to add Global and Local coordinates in mine-imator? By the way, Thank you for everything you did in mine-imator.  
    Global

    Local

  20. Upvote
    DickyWong got a reaction from minecracker101 in Dev update #23: 10th year anniversary and... IK?!   
    Will you continue to update the new features in the future? Also, is it possible to add Global and Local coordinates in mine-imator? By the way, Thank you for everything you did in mine-imator.  
    Global

    Local

  21. Upvote
    DickyWong reacted to Annie-Mienai in Dev update #23: 10th year anniversary and... IK?!   
    everything looks very cool. but I still feel that there are things that I think are missing. one is this topic of local and global position in objects: link
    and another topic would be (and I feel like it's still a topic of discussion for years) is the topic of "Bend in objects" (and I mean the bend as the bending of the arms and legs of the characters), I know that it's been here for a long time ( I was present) I know that a vote was made here between the "square bend" and the "soft bend" for version 0.7 of mine-imator and that in the end it was obtained in version 1.0.0. The point is that the "bend" Type applies to all objects that have it, and cannot be applied individually to each object. I think they should make the "bend" not be "global" but that each object has defined the type of "bend" that will be used in the project. In fact, in modelbench they could add the option of "type of bend" with the options "square" and "soft" to define it in the objects.
    Likewise, all the work they have done so far is appreciated. I will really look forward to this new version. 
     
  22. Upvote
    DickyWong got a reaction from Annie-Mienai in Dev update #23: 10th year anniversary and... IK?!   
    Will you continue to update the new features in the future? Also, is it possible to add Global and Local coordinates in mine-imator? By the way, Thank you for everything you did in mine-imator.  
    Global

    Local

  23. Upvote
    DickyWong reacted to elektropunch in Bending in all directions   
    I noted in the suggestions topic that bending in all directions had been confirmed for 1.3.0 but here we are in 2.0.0 and its not yet a thing. What's the hold up? Having the ability to bend Y and Z would make animating much easier and flexible. Right now I'm at the end of Glare vs Warden and if I had the ability to bend in all directions I wouldn't be cursing as much as I am right now trying to get things the exact way I want them to be without having to twist and turn and pull arms and legs in order to bend forwards and backwards and sideways
    I accept animating is a complicated process with bits of colorful language here and there. But it shouldn't be THAT complicated
     
  24. Upvote
    DickyWong reacted to Abdullah Ehsan in Add keyframes for parenting   
    Hi,
     
    I am good with parenting and all but one day I tried to animate this:
     
    I was trying to make the player take to take out a golden apple out of his pocket when and remove the sword when I realized once you turn off parenting then it's turned off for the whole animation! So could you add this feature as it would really help me.
     
    Thanks.
  25. Upvote
    DickyWong reacted to Moaz Antar Studios in Global / Local Coordinates   
    It's better to add Global / Local Coordinates. Example: Currently Mine-imator supports Global Coordinates for Position
    Add Toggle for Global / Local Coordinates. It's useful for Entities when moving diagonally 
    Other Programs support Global / Local Coordinates
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