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Jnick

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  1. Love
    Jnick got a reaction from Gear_Entity in Promo Animations/Stuff done by me and @Binky214   
    Just posting some stuff on here 
    Animations done by @Binky214
    Models and lighting by me
     
  2. Upvote
    Jnick reacted to mbanders in Mine-imator 2.0.0 Continuation Build 1.0.1   
    NOTICE: This mod is currently deprecated.
    All important features have made their way into vanilla Mine-imator 2.0.1, use this instead for now.
     
     
     
     

    Hey guys, I'm here to surprise everybody with the first ever mod for Mine-imator 2.0.0, which I call the...
    Continuation Build
    What this mod mostly does is fix a few issues that me and the other beta testers never caught during Mine-imator 2.0's development cycle. But do be on the lookout for a couple of kewl little features I slipped in ;).
    Please enjoy it!
    Download (Windows x64 .zip): https://www.mediafire.com/file/5y9b1tg5z05vuri/Mine-imator_2.0.0_Continuation_Build_1.0.1.zip/file
    Please note that this mod has not been compiled or tested outside of Windows 64.
    The source code is available here in case any real modders wanna compile this for other systems (or build their own mods on top of this ).
    https://github.com/mbandersmc/Mine-imator-2.0.0-Continuation-Build
     
    Version 1.0.1 (Apr 20th, 2023), changes since 1.0.0:
    Features
    Added 'backfaces' tag for .mimodel parts, allowing them to have "Show backfaces" enabled by default. Added custom frame rate export option. Readded Author field to New project and Save as popups. Changes
    Blocky bending is now supported for Y-axis only limbs. Bugfixes
    Fixed crash when using custom JSON models as particles. Fixed clouds being affected by fog even when fog is disabled (when ground is disabled). Fixed inverse kinematics option appearing for some incompatible parts.  
    Older changelogs:
     
  3. Love
    Jnick got a reaction from FredMCGamer in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  4. Love
    Jnick got a reaction from Draco63 in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  5. Upvote
    Jnick got a reaction from TheXKing360 in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  6. Love
    Jnick got a reaction from david in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  7. Upvote
    Jnick got a reaction from V.Isaac in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  8. Upvote
    Jnick got a reaction from ChristofuPH in Mine-imator 2.0.2   
    Mine-imator so good we got mine-imator 2 now. Thanks for all the years of updates nimi and david! Wouldn't be here as a modeler or animator cause of you both! Hope the both of you are happy with giving the power to everyone to make their own stories!
  9. Upvote
    Jnick reacted to Nimi in Mine-imator 2.0.2   
    Windows Installer   Windows (.zip)
    Windows Installer 32-bit   Windows 32-bit (.zip)
    Ubuntu/Debian   Linux (.tar)  
           Mac OS
    Notes:
    Development of new features has ended and only critical bugfixes will be done going forward. Future updates are not guaranteed and will be infrequent. Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.  
     
    This being free software, please consider supporting the development team and website server costs with a small donation, thank you!
    Donate to Mine-imator developers
    ($5+ one-time or recurring)
     
     
    Version 2.0.2 (Nov 12th, 2023):
    Changes
    Adjusted Minecraft font. Added a button to close the notification for a new update. Bugfixes
    Fixed Ambient Occlusion not behaving correctly with Opacity and Emissive values. Fixed crash when using a skin texture for Armor special blocks/body parts. (The texture is now ignored, as only resource packs are supported.)  Fixed blurry textures in the Shaded mode on Mac/Linux. Known issue: This fix causes the enchantment glint to not be blurred for these platforms.  
    Version 2.0.1 (Oct 28th, 2023):
     
    Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
     
  10. Upvote
    Jnick reacted to TheCollieStalks in 175+ MODEL PACK   
    https://drive.google.com/file/d/12-8Ukq4OWh2w9n4Ym2myOQVd4jDfZDIS/view?usp=sharing - google drive download
     
  11. Upvote
    Jnick reacted to Hozq in Fixed glowing blocks.   
    I've never liked the glowing blocks in mi, for example the wood part of the torch is glowing, same with the redstone ore, the stone bit of the ore is also glowing. I decided to fix them and make a pack containing 12 fixed glowing blocks.
     
    Here's the list of all of the blocks that i fixed VVV
    I was also going to fix blocks like the campfire and the different kinds of furnaces, but that is sadly not possible because i cannot have animated textures on them which would look really strange. Your only option for them is to simply just turn off glowing blocks in the settings.
     

     
    PS: If you use these blocks in any of your projects it would be nice of you to credit me. Thanks!


    Quick update: 2020-07-04
    I haven't actually added anything to the pack, you may have noticed that I've stopped working on this pack
    so if anyone wants to contine working on it where i left off, that is completely fine.
    Just be sure to credit me as the original creator.
  12. Upvote
    Jnick reacted to ackr1dok in Mine-imator 2.0 Pre-release 7 (Phase 2)   
    I don’t understand why many are outraged by the interface, because it has become much more beautiful visually and advanced. Guys, use hotkeys, it saves your time. Definitely the biggest update since version 1.0.0, thanks to the developers for their hard work! Everything is great! However, the question is, can someone please tell me how to use the paths?🤔
  13. Upvote
    Jnick got a reaction from Ludo Silver in Promo Animations/Stuff done by me and @Binky214   
    Just posting some stuff on here 
    Animations done by @Binky214
    Models and lighting by me
     
  14. Upvote
    Jnick reacted to LordKillo in MI 2.0 pre 5 First Render   
    Just a little render I made yesterday with the new pre-release, not the best render I've made but the pre-release is really good!!
  15. Upvote
    Jnick reacted to Cryptic Runner in Limbo Next - Movie Teaser Poster (4K) (MI 2.0)   
    Teaser poster for Limbo Next (formerly called MDVDCDC, short for Madnaoç Districter Valley: Director's Cut: Director's Cut)
     
    For a while, I've been working on Limbo Next, a roughly 30 minute movie featuring Limbo ( @MikTRF ,@9redwoods, @Frost, @Jake_28 @DragonPixel, @LordKillo ,@Jnick, @Floofy, PhyreCreations and me), a regular group of teenagers that while meeting up in NYC, quickly turns into a resistance caught in the middle of the crossfire of a cartoonishly cliché evil authoritarian hivemind dead-set on taking over the minds of every human on the planet.
    Will they succeed to defeat the hivemind and save the world using the power of friendship? There's only one way to know.
     
    this was more of a render to test out MI 2.0 but i figured i'd have a little more fun with it
  16. Upvote
    Jnick reacted to Floofy in Floof's Minecraft Arsenal   
    !!INFO!!
    This is a new project im working on, it will release in packs of five or so weapons, consisting of diverse types of weapons, or themes if people would like that! My goal for this project is to give a choice of artillery that fit the style of a minecraft character, similar to my previous Double Barrel Shotgun and Tommy Gun. I look forward to creating weapons for the community to use! IF YOU WANT TO REQUEST GUN MODELS, ASK IN THE REPLIES!!! IM WELCOME TO ADD MORE FICTIONAL, REAL, OR MENTALLY INSANE GUNS!!! 
    This is only just the beginning, future packs will be out when i get to them sooner or later. but for now...
    PACK 1
    DOWNLOAD HERE
    INCLUDES:
    -Spas-12
    Rise and shine old yeller.
    -Musket
    Just like the founding fathers intended.
    -M4A1
    Bomb has been planted, lets get outta here!
    -Glock 17
    Feel the inner Bond!
    -MP7
    Small but deadly.
    (PACK ONE SHOWCASE IN SPOILER)

    TO DO LIST
     
  17. Upvote
    Jnick 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)
     
     
  18. Upvote
    Jnick 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
     
  19. Upvote
    Jnick got a reaction from master attack in Blender like face rig   
    Ok so me and @Frost have made a face rig fully in mb  that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
  20. Upvote
    Jnick got a reaction from JaystepherMLG in Blender like face rig   
    Ok so me and @Frost have made a face rig fully in mb  that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
  21. Upvote
    Jnick got a reaction from Sharpy90 in Blender like face rig   
    Ok so me and @Frost have made a face rig fully in mb  that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
  22. Upvote
    Jnick got a reaction from Nurimator in Blender like face rig   
    Ok so me and @Frost have made a face rig fully in mb  that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
  23. Upvote
    Jnick got a reaction from FredMCGamer in Some Terraria stuff i did   
    Some old terraria stuff from a year ago around the time i started using mb.

    Recently got back in to terraria cus of the last update so i made a human design based off the common player design 
  24. Love
    Jnick got a reaction from JaystepherMLG in Fully made Mb base(with face rig)   
    -Fingers by @Hozq
    -Smooth body for both
    -Easy retexturing
    -sharp bends
    -Ankles and Wrists 
    -Face rig already on the base(so its only takes up 1 file)
    -For the female it heavily uses a taper effect with 3x3 arms
    Base for @Phyre team
     
  25. Upvote
    Jnick got a reaction from Mr M3m3~Chan in Blender like face rig   
    Ok so me and @Frost have made a face rig fully in mb  that possible to pose multi ways.Its heavily based off blender/maya user mouth rigs.We also did not use alpha glitch for this as doing lighting breaks alpha face rigs or at least the ones we use(hozq's face rig). Pls don't ask for it this is for only my team and personal use only
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