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MojangYang

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  • Posts

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  1. Upvote
    MojangYang reacted to TheCollieStalks in 175+ MODEL PACK   
    https://drive.google.com/file/d/12-8Ukq4OWh2w9n4Ym2myOQVd4jDfZDIS/view?usp=sharing - google drive download
     
  2. Upvote
    MojangYang reacted to AR34 in Texas Omertosa Arknight   
  3. Upvote
    MojangYang reacted to MCPA Team in Minecraft 1.21 Assets V2 (Snapshot 23w51b)   
    This assets will add all future in Minecraft 1.20 to Mine Imator
    How to import

    Extract file to Mine-imator/Data/Minecraft
    Open mine imator. Go setting and change Minecraft Version to "1.20 Unofficial)". After that Close the Program and Reopen Mine imator 
    *** (You can replace file in %appdata%\Mine-imator\Minecraft_unzip) ***
    Changes
    Version 2
     
     
    Version 1

     
    If you find some bugs. Please Report
     
    Download Here : 
    Download Assets 1.21 Beta Version 2 (23w51b)


    1.20 Update 3 For Older Mine-Imator Version
    Download Assets 1.20 Beta Update 3 (vex fixed 22w45a Update)
  4. Upvote
    MojangYang got a reaction from rofrrrrrrrrrrrrr in 2023 MC DESIGN   
    It's rare to see renders of this level on the forums these days. Well done.
  5. Upvote
    MojangYang reacted to BonkJobBot in 2023 MC DESIGN   
    A New Generation of users, yet the forums seems so much more empty than before.
  6. Upvote
    MojangYang reacted to PhiliP in Some Lighting Practice   
    yup
  7. Upvote
    MojangYang reacted to alzcreation in 2023 MC DESIGN   
    ola everybody,its been a long time not uploading here,im kinda busy this year,finish my school project,yearbook,etc
    so no time for making some render,but after all my works done,back render again yuhu and here my render at 2023











    less than 5 but still okay yea?
  8. Upvote
    MojangYang reacted to Ludo Silver in Realistic Water   
    Rendered in MI 2.0.0 CB 1.0.1
    No editing

     
  9. Upvote
    MojangYang reacted to PigmanMovie in Community Night Market [2K]   
    It's been a while since I made any Render (Months), so Apologize if the Execution wasn't that Great.
    Why Market? idk, I like Their Atmosphere lmao.

  10. Upvote
    MojangYang reacted to Fox Miner in Headlights (3K Rez)   
    Headlights indeed... You may wonder... what is this beautiful model here right in front of you?
    Well, this is a Car... lol... Nah this car is special to me, not only because it's one of my most detailed rigs, nah, because I remodelled the car of my Grandparents, and that car has been there since my childhood, since I was born... it was there...
    But since not long ago, its gone... 23 years old... older then me heck... it lived very long, I loved that car... it was perfect... so I remodelled it, EXACTLY... well almost exactly like the real thing
     
    Hope you like it, Rate PLS
     
     
    And I don't think I'll publish this... ever... it's just too special to me
  11. Upvote
    MojangYang reacted to FredMCGamer in FredMCGamer's Simple Katana & kake Model   
    Imgur has been giving me problems, looking for alternatives in the meanwhile I found this one !!!
    Hopefully I'm able to find a working alternative to properly display pictures !
     
    (Photo) Katana's in Display alongside Katanakake
     
    Drive Download
  12. Upvote
    MojangYang got a reaction from KyronCazot in How can I import a .miobject into Model bench?   
    Sorry, you can only import .mimodel into MB. Iirc (haven't touched mi in years) the .miobject format can be any scene object, while only mimodel stores the model data.
  13. Upvote
    MojangYang reacted to AR34 in Abandoned City   
  14. Upvote
    MojangYang reacted to PigmanMovie in Opening 2 | Tiny Head Adventure   
    Tiny Head Adventure
    In Celebration of
    Tiny Head Adventure 2nd Anniversary,

    Here's the Second Opening for
    Tiny Head Adventure! Hope You Enjoys it!
     
     
  15. Upvote
    MojangYang 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:
     
  16. Upvote
    MojangYang reacted to hidrax13 in I'm coming back   
  17. Upvote
    MojangYang 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
    MojangYang reacted to Nimi in Dev update #24: Moving on & 2.0 release date   
    Hello everyone, this will be my final dev update as we near 2.0's release.
    Mine-imator 2.0's development has been one of many challenges since its first pre-release last May, but it's finally coming to a close. On March 1st, the full release for Mine-imator 2.0 alongside Modelbench 1.1.5 will be released here on the Mine-imator Forums. We've decided to do a limited release of the update due to unforeseen issues with specific hardware and the new rendering/ C++ engine, and won't be promoting the update on the website.
    With the release of the much awaited 2.0 update, David and I will be leaving development of Mine-imator/Modelbench due to limited availability and wanting to pursue other projects. While active development will be over, patches may still come out if any critical/project-breaking bugs comes up but anything hardware or graphics related likely won't be fixed. The source code for Mine-imator and Modelbench will be updated accordingly on March 1st for any developers who want to mod the program and add their own features.
    David and I would like to thank everyone who's used the program and donated to us over the years, and we hope you enjoy using the program as much as we've enjoyed making it. We've both learned a lot these past 10 years working on this project, and it's amazing to see how the users have pushed the program with their creations. I don't know what project I'll be doing next, but I'll probably take a break from programming and focus on other life things. It's been a stressful, but fun ride y'all. From the Mine-imator Community Build, to Modelbench, to Mine-imator 2.0.
    / Nimi
  19. Love
    MojangYang reacted to TheCollieStalks in SMILE! [4k]   
  20. Upvote
    MojangYang reacted to AshFox in The mesmerized traveler.   
    As for someone who just defeated the ender dragon.
    He suddenly saw something that caught his attention. It was a beautiful glowing flying whale!
    The traveler couldn't believe his eyes. The whale was so majestic and radiant. It was flying gracefully through the end sky, leaving a trail of shimmering light behind it. The traveler had never seen anything like it before.
    He watched in awe as the whale flew circles around him, its glowing body illuminating the dark end sky. traveler felt a sense of wonder and joy wash over him as he realized that this was a truly magical creature. He knew that he would never forget this moment as long as he lived.
    The whale flew off into the distance, leaving the traveler standing there with a smile on his face and a feeling of awe in his heart. He continued on his journey, knowing that he had just witnessed something truly special and that it would forever be a treasured memory.
     
  21. Upvote
    MojangYang got a reaction from PikaGamerPro in A minecraft fight animation (or is it?)   
    Oh, ok
  22. Upvote
    MojangYang reacted to Doom Slayer Productions in Dev update #23: 10th year anniversary and... IK?!   
    This is most INCREDIBLE update of Mine-Imator.
    All the things are well made and nice work on this!
  23. Love
    MojangYang 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
  24. Upvote
    MojangYang reacted to Cryptic Runner in Dev update #23: 10th year anniversary and... IK?!   
    i might start using MI as much as i used to when this comes out, this will be the greatest update of All Time
  25. Upvote
    MojangYang reacted to _DarthLilo_ in Dev update #23: 10th year anniversary and... IK?!   
    the most devious mine-imator update in history
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