Reputation Activity
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Mnazz10 reacted to OfficialHoboMona in New Mine-Imator walking animation
So I made a new walking animation from Mine-Imator that might be perfect for u: here's the link:
https://www.mediafire.com/file/9jqg81t9yu35kzg/Basic_Walking_animations.miframes/file
You can customise it if you want but pls credit me if u want to use it for ur animation. It's a boost, thanks.đ
Pls don't take this as your own and upload it 'cause that makes it stealing
Enjoy the animation and let me know if it's good or not.
Hope I didn't waste ur precious time.*
NB: I used the app at 5fps to make the animation, FYI.
*If you liked it, you can both upvote or comment below, 'cause if u liked this so much then I could make a running animation for u guys to enjoy!!
This is my first rig so far so tell me if I tried in either the comment section or the poll, or maybe BOTH.
Thnx for ur cooperation.
QUID!!
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Mnazz10 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...
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A full view of 2.0's new interface system, Inventory
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Custom render settings in projects
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Bezier curves/custom transitions
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Paths (cool rollercoaster video)
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Anti-aliasing improvements
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Materials and reflections (+ PBR resource pack support) (video)
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Inverse Kinematics
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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 đ), 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. đ
/Nimi
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Mnazz10 reacted to Nimi in Dev update #23: 10th year anniversary and... IK?!
The blurred text was for suspense for Twitter, the blurred options are;
Keyframe settings:
- Constraints (Above the "Material" tab, will have options for path following and IK if supported.)
Render settings:
- Reflections
- Gamma correction
- Object material maps (Projects won't have the options visible by default for UI cleanliness for new users, will need to manually show the options.)
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Mnazz10 reacted to Shane in Dev update #23: 10th year anniversary and... IK?!
You two are legends! I've been using MI for almost a decade at this point. And watching it grow from a niche game maker project to what looks like a professional-grade animation software is mind-boggling.
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I thank you for your efforts Nimi. You've been an incredible developer and I wish you nothing but good luck with your next projects.
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Also give us the source code pls
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Mnazz10 reacted to _DarthLilo_ in Dev update #23: 10th year anniversary and... IK?!
the most devious mine-imator update in history
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