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vinnyg0621

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  1. Upvote
    vinnyg0621 reacted to Swooplezz in Mine-imator Community Build v1.0.0   
    Download v1.0.0
    Changes since Mine-imator 2.0.2:
    Features
    Ported all features from mbanders's Continuation Build 1.0.6. Added gobos, allowing for textures to be applied to spotlights. Added light groups. Objects will only be affected by lights if both are in the same light group. Lights without a light group will still affect all objects regardless. Can be created from a new "Light groups" tab in the project properties. Timelines can be added to light groups through their properties tab under "Appearance". Added Copy position, rotation, and scale constraints. Timelines can inherit these values from any other timeline in the project. Timelines can switch between their targeted object for each constraint at any time during the animation. X, Y, and Z value inheritance can be switched on and off for each constraint at any time. Added Look at constraint. Timelines will rotate towards the direction of another timeline. Target timeline can be switched during the animation. Added Bend inverse kinematics constraint. Allows for body parts to bend parallel to the rotation of another timeline. Useful for hand and foot IK in custom models. Added dropdown menu to "Enable/Disable overlays" button in viewport taskbars. Can toggle visibility of gizmos, timeline shapes, and timeline guides individually. Added timeline guides. Visual representations of camera frustums, spotlight cones, etc. now appear when these objects are selected. Must first be enabled under "Enable/Disable overlays" dropdown. Added "Aspect ratio" modifier for cameras. Added scene color modifiers for night sky, night clouds, and stars. "Night" color is now called "Night Ambient". Added "Work camera FOV" preference. Added "Select locked timeline parent" preference. When trying to select a locked timeline, its parent will be selected instead. (Will continue up the hierarchy tree until it finds an unlocked parent.) "Import asset..." option now allows for multiple assets to be imported at a time. .miproject files can now be opened directly with Mine-imator from the file explorer. Added project search bar to the home screen. Lights can now be switched between point and spot lights after creation (new "Light" tab in its properties). Body parts now have a Wind influence modifier. "Inherit bend" option now copies bending from parts affected by IK. Import image popup now displays the texture being imported. Integrated item sheet importing into the import image popup. Interface tab in Preferences is now sorted into subtabs. Updated appearance of startup and home screens. Replaced Modelbench advertisement with Modelbench CB advertisement.
  2. Angry
    vinnyg0621 reacted to Yogaindo CR in Mine-imator Simply Upscaled Build 1.0.13.0 (Public Version)   
    Mine-imator Simply Upscaled Build
    A Simple Mod That Enhance Mine-imator Rendering Looks with exciting QOL features and a little better Performance

    "The essence of life lies in the life itself which is supposed to be lived" ( Art by: Wolviza) Personalized and Unprofessionals Warnings! You've been warned.
    Also bad english for some reason
    So I made a Mine-imator mod that have a new render engine intended for low sample rendering 😱😱😱😱
    This mod was focused more on the rendering sides and some simple Quality of Life features 👀, don't expect something so cool like the Community Build!. But I'll probably gonna add something new if I have the time and not being a skill issue.
    This mod was actually a private mod that I build for my little team for a movie project called AVE-X. But we decided to release it to the public and there it is!
    This mod was purely based on Continuation Build. Enjoy! 😼
    Github Source: https://github.com/YogaindoCR/Mine-imator-2.0.2-Simply-Upscaled-Build
    Note: Some of these features will available in Mine-imator Community Build very soon!
    Note: DO NOT ASK ME FOR A FEATURE. Thanks! Also Check README.txt for more detail if you're using an old GPU (GTX 750 ti or RX 460 or bellow)
    But If you want to support me you can buy sum of my games on Steam~
     
    Mine-imator Is Heavy for it's Quality...
    Let's make it Worth it.
    All of the Renders bellow are rendered both on 8 Samples
          <<     CLICK TO ZOOM IN FOR MORE DETAIL
    With the power of the new render engine AVE-X. MISU brings you a 2x Quality renders with a little performance overhead
    Actually it's just using a different shaders technique but heh that's improvement lol
    And It's Open Sourced ANYONE can brings their features to this build, or to yours.
    Curently Modded By:
    Wolviza, CreeZ
     
    Please keep in mind that this mod has not been compiled or tested outside of Windows x64. Enjoy! 
     
    Download (Windows x64 .zip) : https://mineimatorsimplyu.pages.dev
    Github Link: https://github.com/YogaindoCR/Mine-imator-2.0.2-Simply-Upscaled-Build/releases

    Minimum Specification:
    GPU: GTX 1050 TI or RX 5500 or Intel Arc A380 (4 GB with Vulkan 1_3 and DirectX 12_0 Support) CPU: Intel I5-8500 or Ryzen 5 2400 (or Atleast 4 CPU Threads) 12 GB of Ram  
    Version 1.0.13.0 (April 10th, 2026) from 1.0.12.3
    Updated to Continuation Build 1.0.13
    Improved:
    Bend shapes will be cached for better performance (Increase in memory usage from 1gb - 16gb+ on certain project) Bending Performance + 10% - 300% (Viewport Optimization Only) Disabled when exporting or high quality mode Fixed:
    Subsurface on spotlight with High Quality subsurface enabled will now correctly render the subsurface
      Old Changelog:
  3. Upvote
    vinnyg0621 reacted to Asnail88 in Crack Surface Texture   
    32.png looks like a dragon
  4. Upvote
    vinnyg0621 got a reaction from H4ppiP33p in Texturing please help   
    yes I can see that! i don't want to make people feel bad, i just like to help them, that's all. also i do know that the U.K. and the U.S.A do have regional spelling differences, too
  5. Upvote
    vinnyg0621 reacted to H4ppiP33p in Texturing please help   
    Cheers for the spelling mistakes!  As I'm from the UK, I usually spell it as 'programme', but never knew it changed back to 'program' when refurring to computers, that's something new I've learned today with your help!
    I'll also keep the Blockbench spelling in mind, genuinely thought it had 2 capital letters, but I was wrong, so cheers for spotting that aswell!
    It's cool to see people helping others with spellings, helps me out alot as my vocab is slightly delayed than my peers my age due to my ADHD and not being able to speak till I was 5 years old, so cheers again for helping me out, really means alot to me!
  6. Love
    vinnyg0621 got a reaction from H4ppiP33p in Texturing please help   
    of a computer program you're supposed to spell it "program" not programme.
    also, it's spelled Blockbench not BlockBench.
  7. Upvote
    vinnyg0621 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:
    Official development of Mine-imator has ended, see the Modding discussion forum for unofficial continuations of Mine-imator with new Minecraft assets and other features. 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):
     
    Version 2.0.1 (Oct 28th, 2023):
     
    Version 2.0.0 - Anniversary Update (Mar 1st, 2023), changes since 1.2.9:
      Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update!   Interface Updated the interface to use “Inventory”, a new interface design by Voxy. Updated Mine-imator logo and program icon. Startup changes Added splash images to the startup screen. Projects can now be pinned to the top of the project list. Projects can now be sorted by name and date last opened. Changed project thumbnail size. Multi-monitor support Drag the timeline or secondary view out of the window to detach as a new window Alternatively, click the new “Pop out”/”Reset” buttons Monitor setup is saved when re-opening Mine-imator Added new program modes Simple: Recommended for beginners, complex features/settings are hidden. Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.) New world importer 3D interface integrated into software Left click: Rotate/Create selection Middle click: Pan Right click: Fly (+WASDQE) Mouse wheel: Zoom towards/away from cursor Shift: Ignore selection Increased performance and stability improvements After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk) 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.) Timeline changes Added icons to timelines. Added icons to preview the contents of folders. 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 "Ghost" toggle for timelines to hide them from the list. Added "Color tagging" to help highlight and filter timelines based on selected color. Added size and offset settings for interval markers. Added scrollbar for timeline name list. Keyframes can be selected by clicking them once. Timeline selection time/frames is now displayed next to project time/frames. “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.) Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snap to the world until released. Hold Shift while clicking “Create” to spawn at 0,0,0. Hold Shift while dragging to toggle position snapping. Added basic math support for number boxes. (ex. “1/16” = 0.0625) Added support for common textbox shortcuts: Home/End key support to jump between the start/end of lines. Word skipping. (Ctrl + Left/Right) Added support for manual input in sun/moon time and rotation wheels. Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.) Added themes (Light, Dark, and Darker) and customizable accent colors. Added interface scale setting for high DPI monitors. Added preview images for lights, cameras, and environment timelines in the workbench. Added "Save as" shortcut. Added “Cancel” option when exiting an unsaved project or exiting the software via “X”. Assets and files can be dropped into the software from the system file explorer. Added camera panning. (Shift + Drag left mouse button) Added "View instance" shortcut to jump to a selected object. 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 "Control" while group-selecting keyframes will now deselect them. Holding “Shift” now allows for precision when dragging components. Shortened panel tabs now show a tooltip of the full name when hovered. Added "Compact panels" setting, always on if the window is too small. Added "Reduced motion" interface setting. (Disables most UI animations.) Object proportions are now correctly preserved with XYZ scaling. Grid overlay settings are now saved per-project. Added an “About Mine-imator” popup with credits and links. Rendering
    “Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”. Added Render presets: Performance: Basic rendering features for faster rendering. Balanced: All render effects enabled with low-mid quality settings. Extreme: All render settings enabled with best possible quality. Custom: Allows for complete customization of all available render settings. Custom render presets can be exported and imported into other projects. Custom render presets can be “Set as default settings” to be automatically copied over into new projects. Added render quality modes. Flat: No shading at all, the entire scene is set to fullbright. Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator. Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator. Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button. Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.) Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.) There are three options for tonemappers in the render settings: None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range. Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure. Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have. Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects. Added Physically Based Rendering (PBR) support: Introduces metallic and roughness properties. Supports material and normal maps, using the SEUS PBR or LabPBR formats. Added “Subsurface scattering”. (Replaces “Bleed light” settings.) Added a “Highlight” effect for subsurface scattering. 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 “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings. Added “Reflections” render settings. (Screen space only.) Added specular highlight setting to lights. Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene. Added “Transparent shadows” setting, which allows light to pass through transparent objects. Added "Size" setting for light sources, determines shadow softness. Added “Zoom amount” setting for the distort camera effect. Cameras can be moved closer to objects before visually clipping through them. Improved Anti-aliasing. Improved ambient lighting. Improved blurring effects. (Glow, bloom, etc.) Improved anamorphic bloom streaks. 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. Added "Render pass" setting to preview data used in "Rendered" mode. Animation
    Added “Inverse kinematics” settings for limbs: Target: The object that the limb should try to point/bend towards. Angle target: An object that the joint of the limb will try to rotate 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 the following criteria will support inverse kinematics: The body part must have bending. Can only bend on the X axis. "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.) Added "Path" and "Path point" timelines. Paths are constructed by adding “Path points” into path timelines. Objects can be set to move along a path in the constraints tab. Paths can be used to generate a mesh. (Flat or tube-shaped.) 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.) Added "Bézier" transition, allowing for greater customization of transitions. Organized the transitions list. Reworked “Camera shake” setting. Now determined by strength and speed for individual axes. Added toggle for “Positional” or “Rotational” camera shake. Block texture animations, wind, clouds, and particles are synced with the animation. Particles will be cleared if the marker goes backwards. Added rotation support for particle timelines, now rotates the “Launch angle” of particles. Added “Wind influence” slider for objects. Added directional wind settings. Added "Twilight" toggle for environment changes during sunset/sunrise. Biomes are combined into one list and can now be animated. Other features
    Updated Minecraft assets to 1.19.3. Default clouds texture is no longer cropped to 32x32 pixels. Updated default clouds settings to better resemble Minecraft clouds. Added new color settings for leaf blocks for 'custom' biome setting. Updated default particles. (Most now use “Launch angle” settings for rotation support.) Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”. Added structure block file support. (.nbt) Integrity can be changed to randomly filter out blocks. Blocks filtered out by integrity can be inverted. 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". Engine changes
    Converted Mine-imator from GML to C++. MacOS support. Linux support. (Debian/Ubuntu) x64 Support. Scenery/.schematic importing up to x10 times faster, depending on CPU cores. Optimized memory usage for 3D meshes, meaning bigger scenery can be imported. Generated scenery 3D models are cached in the project folder, allowing instant loading. Project/resource loading stability improvements. Changes
    Renamed settings: “SSAO” -> “Ambient occlusion” “AA” -> “Anti-aliasing” “Alpha” -> “Opacity” “Brightness” -> “Emissive” “Graphics” (Timeline panel) -> “Appearance” “Background” -> “Environment” "Show seconds" -> “Show intervals” 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?". Exporting images now includes a progress bar. (Similarly to movie exporting.) Sunrise and sunset no longer affect fog size. “Sunlight Strength” is now 100% by default. Timelines no longer use a random color for keyframes. Moved settings: The workbench button has been moved into the viewport. Moved playback time and buttons into a new timeline header. Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group. Moved “Grid snapping” to the viewport toolbar. Moved “View Grid Size” to the viewport toolbar. Moved the "Select all keyframes" button into a right-click menu. Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into 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. 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. Custom interface color settings. Custom interface font setting. FPS interface setting. (Custom FPS can still be set in the settings file.) “Spawn near work camera” option. (Replaced with Drag-n-drop.) "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.) “Gigantic (8192x8192)” option for Point light buffer size. "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.) "Desaturate night" environment setting. "Noisy grass/water" graphics setting. “Block glowing” / “Block glow threshold” graphics settings. Rotation loops setting. “Advanced Color Effects” button. (Now always visible.) "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.) "Foliage tint" appearance setting. Bugfixes (Since Pre-release 7)
    Fixed exporting being stuck if a 2nd window is in "Render" mode. Fixed crash when applying color tag to timelines if you didn't right-click a timeline. Fixed issues with south pointing compass and mid-day clock item in keyframes. Fixed audio soundwaves disappearing if too quite. Fixed crash when loading structure block files. (.nbt) Fixed window location changing to default location when importing assets.
  8. Upvote
    vinnyg0621 reacted to Iani in 3D Vanilla swords set   
    THIS RIGPACK ALREADY HAS THE BETTER A VERSION CALLED OVERHAUL, ID PREFER YOU GUYS TO DOWNLOAD THE BETTER VERSION SINCE IT INCLUDED LIKE A TONS OF MORE THINGS, YEAH THERES NO PICTURE OF ANYTHING BECAUSE OF HOW MUCH THE CONTENT IS. CLICK HERE TO LOOK AT THE RIGPACK(AND YES THE DOWNLOAD LINK IS WORKING NOW).
     
    So I was making some rigpack, then i posted it's image on Mineimator discord, I type "1 upvote and I'll make it public" and gets like 12 upvotes, so...
     
    3D Vanilla Swords set
     
    Here's the images of it
     
    Wooden
     
    Stone
     
    Iron
     
    Gold
     
    Diamond
     
    Netherite
     
    Here's the download link BTW
     
    I guess that's it, see ya later.
  9. Love
    vinnyg0621 got a reaction from rofrrrrrrrrrrrrr in Happy Chinese New Year   
    ...and here's my one! happy Lunar new year! the simplified Chinese character means "dragon"

  10. Angry
    vinnyg0621 reacted to ShadowNinja5764 in How Do I Use Model Bench?   
    Domestic abuse is not tolerated. 
  11. Love
    vinnyg0621 reacted to Titanicminion in Happy Chinese New Year   
    Ok, so today is Chinese New Year, and this year is the Year of the Dragon. the Chinese Character on the render literally means "dragon". I would have used a Chinese dragon, but I ran out of time making a rig. so ig I'll use the Ender Dragon instead XD
     

  12. Wow
    vinnyg0621 reacted to kazooha in Happy Chinese New Year   
    may the year of ender dragon gives us more fortune
    I WANNA BE RICHER THAN BOTH @Fox Miner AND @Mpleyale  
    ONCE I'M RICHER THAN THEM I WILL OVERTHROW THEM! MWAHAHAHAHAHAGHAHAHAHAHAHH
    THE FOX MINING SITE WILL BE MINE! AND THE WHOLE FOX MINER FAMILY WILL BE UNDER MY CONTROL!!!
  13. Funny
    vinnyg0621 reacted to Fover in Happy Chinese New Year   
    ender dragon year
  14. Upvote
    vinnyg0621 reacted to Pickyduck14 in fight of hero brain and null   
    This is not on issues and bugs so the moderators are gonna take this down
  15. Upvote
    vinnyg0621 got a reaction from Pickyduck14 in Reflection on water   
    go to render settings > preset - custom, Models and scenery > set Default water reflections on
  16. Upvote
    vinnyg0621 got a reaction from Fover in Reflection on water   
    go to render settings > preset - custom, Models and scenery > set Default water reflections on
  17. Upvote
    vinnyg0621 got a reaction from hidrax13 in Mine-imator 2.0.2   
    oh damn. 😢 I thought that they said this update was the last major content update. I really hope someone new's gonna be in charge. this was like the best project from them. I love to use it! but now it's not getting any more updates!! 😔
  18. Upvote
    vinnyg0621 got a reaction from CraftyFoxe in Mine-imator 2.0.2 Continuation Build 1.0.13   
    when's Minecraft 1.20 gonna be supported?
  19. Upvote
    vinnyg0621 reacted to MCPA Team in Minecraft 24W40A Assets   
    This assets adds all features from Minecraft 24w40a to Mine Imator
    How to import

    Extract file to Mine-imator/Data/Minecraft
    Open mine imator. Go setting and change Minecraft Version to "1.21_24w40a (MICB)". After that Close the Program and Reopen Mine imator 
    *** (You can replace file at "%appdata%\Mine-imator\Minecraft_unzip)" ***
    Changes
    Version 1
     
     
    If you find some bugs. Please Report
     
    Download Here : 
    Download Assets 24w40a For MICB 1.0


    1.20 Update 3 For Older Mine-Imator Version
    Download Assets 1.20 Beta Update 3 (vex fixed 22w45a Update)
  20. Upvote
    vinnyg0621 reacted to mbanders in Mine-imator 2.0.2 Continuation Build 1.0.13   
    (Art by mbanders)
    Hey guys, I'm here to surprise everybody with the first ever mod for Mine-imator 2.0, which I call the...
    Continuation Build
    The main purpose of this mod is to provide continued Minecraft support and bugfixes to Mine-imator now that official development is discontinued. But do also be on the lookout for kewl new quality-of-life features I may slip in now and again. 
    Please enjoy it!
    Download (Windows x64 .zip): https://www.mediafire.com/file/zppwqy59olju7kl/Mine-imator_2.0.2_Continuation_Build_1.0.13.zip/file
    Please note that this mod has not been compiled or tested outside of Windows x64.
    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-2.0.2-Continuation-Build
    Version 1.0.13 (March 24th, 2026), changes since 1.0.12:
    Features
    "Import asset..." option now allows for multiple assets to be imported at a time. Added image preview to the Import image popup. Added a progress indicator to the program's taskbar icon when rendering projects (Windows only). Added sound effect and taskbar icon flashing when rendering is finished. Changes
    Updated Minecraft assets to 26.1 - Tiny Takeover. Updated the sphere shape. "Segment" and "ring" details can now be adjusted individually. Textures on spheres (equirectangular) now better match how they would appear in other 3D programs. Search box icons now remain highlighted while a query is entered. Updated icons for "Reload", "Replace", and "Open in external program" buttons in Resources tab. Bugfixes
    Fixed not being able to use certain context menu actions on model and scenery parts. Fixed the "Duplicate" and "Delete" context menu actions on model and scenery parts not being grayed out. Fixed animated block textures in resource packs not appearing correctly. Fixed certain keys not binding and/or appearing correctly in the Keybinds menu. Fixed some unwanted behaviors when typing certain symbols in text entry fields. Fixed the "Sort by" button in the home screen sometimes showing the wrong dropdown menu. Fixed being unable to adjust the beginning of a timeline region starting on frame 0. Fixed the XYZ Scale gizmo setting the object's scale to 0 when clicking it without dragging. Fixed softlock when using an object's gizmos as it becomes invisible. Fixed item sheet "Rows" and "Columns" names being inverted. Fixed grid overlay "Rows" and "Columns" names being inverted. Fixed some minor UI bugs with Compact panels mode.  
    Older changelogs:
  21. Upvote
    vinnyg0621 reacted to Nurimator in Minecraft 24W40A Assets   
    Some bugs that I've recently found are:
    The sniffer mob model is missing. The sniffer egg, chiseled bookshelf, and decorated pot don't load correctly. The torch flower and pitcher crop only show half of the bottom (they are cut out in the middle). Lastly, I think it would be great if suspicious sand/gravel is placed on the sand/gravel variant instead of being listed as an individual block.
  22. Upvote
    vinnyg0621 got a reaction from Nurimator in Minecraft 24W40A Assets   
    modeling is still not extracted

  23. Upvote
    vinnyg0621 got a reaction from angelo2005 in Mine-imator 2.0.2   
    I really hope when Minecraft 1.20 comes out, Mine-imator will have MC 1.20 assets! 😀
  24. Upvote
    vinnyg0621 reacted to YoN_SuN in Decocraft v 1.1   
    Hello, I've started doing models in blockbench, and i like it, by that, i have made many models in blockbench, all of them looks beautiful, hope you like it!
    Updates -
    Fancy menu has added.
    Updated - Synth keyboard, Dance Dance Floor, Xylophone, Swing, Slide, Easel. 10/24/21 - 11/4/21
    Alarm Clock 10/24/21
    Vaccum Cleaner 10/29/21
    Chalk Board 10/30/21
    Drum Set + Colors (Blue, Lime, Yellow, Red, Purple, Black White and Cyan) 11/2/21
    Clawfoot Tub 11/7/21
    Download Link - https://drive.google.com/file/d/1hO0VqctfC24EaY_OamPqKaE5cJvlXk0Q/view?usp=sharing

    Updates -

  25. Upvote
    vinnyg0621 reacted to pigzy101 in Optifine Features (And More)   
    One thing I would really like to be seen I mine-imator would be the addition to be able to turn on the following
    1.  Better Grass
    2. Custom Shaders(Works Like Texture Packs)
    3. Connected Textures(Such as Grass)
    4. Custom Biomes
    5.  Beta/Alpha Features like the classic Steve/Beast Boy Creatures >Here
    6. Beta Grass(Could Be found under Biomes)
    7. More Advanced Settings(This is Odd)
    and possibility of a few other things...  
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