Jump to content

JrNeverUsesMiForums

Members
  • Posts

    3
  • Joined

  • Days Won

    1
  • Posts

    3
  • Joined

  • Days Won

    1

Reputation Activity

  1. Love
    JrNeverUsesMiForums reacted to david in Mine-imator 2.0 Pre-release 4 (Phase 1)   
    Good news! The legendary 2.0 Anniversary Update is here for testing on Windows, Mac and Linux platforms! This update is in fact so grand that it has been split into two phases that will be revealed over the next few months as pre-releases:
    Phase 1 (May 30th): Multi-platform support, performance improvements, new world importer and multi-monitor support by @david
    Phase 2 (November): New user interface, logo, rendering and animation capabilities by @Nimi, also includes all features in Phase 1 and Minecraft 1.19 support
    Since these builds will contain many features and be built on an entirely new C++ engine, expect bugs to appear! As usual, 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!   Now, without further delays...  
    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 4 (2022-07-29), changes:
    Changes
    Crushed some bugs 🐛🐛🐛 Interface scale setting is no longer visible when the only option is 100% to avoid confusion
    2.0 Pre-release 3 (2022-07-11), changes:
    Features
    Added support for 32-bit Windows systems Added tarball (.tar) download for various Linux distributions (Arch Linux, Fedora etc.) Changes
    Rendering now uses DirectX 11 for Windows, will give better framerates for users with AMD GPUs or integrated CPU graphics Objects completely out of view are no longer sent to the GPU for rendering, will give a speedup in certain situations Yet more bugs squashed 🐛🐛 Changed interface scale setting to use fixed values (100%, 200% or 300%) Canceling movie export no longer deletes the file Modelbench popup only shows up on Windows  
    2.0 Pre-release 2 (2022-06-13), changes:
    Features
    Interface scale setting for high DPI monitors in Settings>Interface (Automatic or custom scale) Render distance slider in Settings>Graphics Changes
    Squashed a lotta bugs 🐛 Added a more accurate FPS counter Adjusted size of custom fonts in the UI Removed option to add block timelines when >500 timeline are available (will return as an option in the Resources tab in later pre-releases)  
    2.0 Pre-release 1 (2022-05-30), changes since 1.2.9:
    Features
    Mac OS support Linux support (Debian/Ubuntu) Drag-n-drop mode when adding objects from the workbench after clicking “Create” Objects are locked to the mouse and snaps to the world until released Hold Shift while clicking “Create” to spawn at 0,0,0 Hold Shift while dragging to toggle position grid (modify size in keyframes, default is 16) 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 Shortcut button in toolbar 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) 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 “Cancel” option when exiting the software via “X” Assets and files can be dropped into the software from the system file explorer Improvements
    Overall software performance improved by x3-5 Particle performance improved by roughly x10 Audio loading is now instant 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 (will generate in the background, may take a minute to appear) Project/resource loading stability improvements Program now runs in x64 mode using C++ Changes
    “Sunlight Strength” is now 100% by default (this setting may be removed in the future) Removed “Spawn near work camera” option (replaced by the drag-n-drop mode which achieves the same thing) New error message popup with direct links to log file and Mine-imator forums Log file moved to application folder  
    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)
     
    Cheers,
    David
  2. Upvote
    JrNeverUsesMiForums got a reaction from JaydenPolice44 in Dev update #22: Mine-imator 2.0 in C++!?   
    pog i can now finally animate without miserable lag
  3. Love
    JrNeverUsesMiForums 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
     
  4. Upvote
    JrNeverUsesMiForums got a reaction from F animation in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  5. Upvote
    JrNeverUsesMiForums got a reaction from Em Z PH in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  6. Upvote
    JrNeverUsesMiForums got a reaction from RoboCreep11 in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  7. Upvote
    JrNeverUsesMiForums got a reaction from Dr. Nexil in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  8. Upvote
    JrNeverUsesMiForums got a reaction from Fox Miner in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  9. Upvote
    JrNeverUsesMiForums got a reaction from YuutoVRZ in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  10. Upvote
    JrNeverUsesMiForums got a reaction from Dan The Bunny in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  11. Upvote
    JrNeverUsesMiForums got a reaction from Mercury in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  12. Upvote
    JrNeverUsesMiForums got a reaction from Yellowz in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  13. Upvote
    JrNeverUsesMiForums got a reaction from beenabun in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  14. Upvote
    JrNeverUsesMiForums got a reaction from DATA R12 in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  15. Love
    JrNeverUsesMiForums got a reaction from BNMBrandon15936YT in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  16. Upvote
    JrNeverUsesMiForums got a reaction from L@ndonations in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  17. Upvote
    JrNeverUsesMiForums got a reaction from ExoticBuilder in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  18. Upvote
    JrNeverUsesMiForums got a reaction from StarWeevil67723 in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  19. Love
    JrNeverUsesMiForums got a reaction from anima cryses in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  20. Upvote
    JrNeverUsesMiForums got a reaction from __Mine__ in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  21. Upvote
    JrNeverUsesMiForums got a reaction from TheXKing360 in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  22. Love
    JrNeverUsesMiForums got a reaction from Shoony in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  23. Upvote
    JrNeverUsesMiForums got a reaction from Zyn in some renders i did ok bye :)   
    oh wow hihi i just joined the forums
    ive been using mi for years
     
  • Recently Browsing   0 members

    No registered users viewing this page.

  • Create New...