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  1. Hey everyone, I'm just swinging by to drop my yearly post and then skedaddling. This is something I have not seen brought up in this section besides maybe 2 posts that went nowhere and have been long closed. We've already seen users in these forums achieving amazing things like Volumetric Lighting and Real-time Reflections. These are things that aren't even supported in the current version of Mine-Imator (As far as i know) but we have still managed find find ways to either fake them or make them work without native support from the software itself. I think the next logical step would be adding plugin support, or even just making an API for Mine-Imator. I've never used C++ but over the last 2 years I've been learning how to code as a hobby and have found APIs to be an amazing tool for developers to use. An API (or any other way to manipulate the code) for Mine-Imator would allow us, the users, to come up with whatever suggestions we'd like and actually implement those suggestion ourselves. I've been slowly transitioning from using Windows to Linux (ubuntu btw xd), and I've noticed that in Linux, most of the packages are user-made and open source. Hell, the operating system itself is open-source - meaning that if you wanted to customize and edit the very operating system you're running on your computer, with enough technical knowledge and know-how, you could theoretically craft a unique experience for your device. I was wondering what would happen if Mine-Imator would take the same approach, where, In a few years from now, we might have a whole forum section dedicated to user-made plugins. Do you want Ray-Tracing in Mine-Imator? Boom, there's a plugin for that. Walking cycle automation? Boom, there's a plugin for that. etc, etc. Everything I just said is a big shot in the dark. There are lots of things to address like virus and exploits via plugins, how to even implement such a thing, or whatever else that can turn this idea off, but I did want to at least get a discussion going about this thing. Also, a little disclaimer: I am by no means discrediting the Mine-Imator development team. Heck, I wouldn't achieve 250k subs on YT without them, They really made a banger software here. I am also not claiming to be some god-tier programmer who can remake Mine-Imator or something, I'm just a forum user with an idea. I'd really like to hear your thought on this suggestions. Thank you for coming to my TED talk, I was cringy minecraft school kid xddd
  2. 1.mine imator should have a ik/fk mode 2. a glitch mode witch will prevent a specified thing to glitch in another thing. (can be toggled) 3.a build in face rig. im sorry i posted in the wrong place
  3. Hi! Is it possible to make an options to apply fullscreen viewport? If yes then it would help me so much. The reason I suggest this is that I could utilize ReShade efficiently It looks something like this
  4. Can you PLEASE make the lists for blocks and other objects in alphabetical order so i can find stuff easier? i could find riddler trophies in arkham knight easier than this at times
  5. So, I've been messing around in Mine-Imator and Modelbench for a while now, and I had a pretty good idea for a new feature for Modelbench. My idea is this: the ability to change the position, rotation, scale of the different faces of a cube. For example, you could set the top face's scale to 0x,0y,0z and the perpendicular faces would morph into triangles and make a pyramid. Or you could set the top face to be 5 units to the side and make a 3D rhombus. An alternative idea I had was that users could, instead of modifying the whole face, could modify any of the 8 vertices of the cube to achieve something similar while also giving a lot more freedom in the amount of wacky shapes one could make. As for how the textures would react, perhaps the users could choose for the textures to either remain the same (i.e. on a created pyramid, the textures would clip off the sides of the face) or warp to the face's shape. I don't know how difficult this would be to code in, but I hope it's not too difficult. If you read this far, thanks for reading!
  6. This really does not need the suggestion tag, does it? Anyway, my suggestion is this: Custom Loops What are Custom Loops? Custom Loops would allow the user to, kind of similarly to the default animations (y'know, these little buttons in the timeline:) they would allow the user to customise the loop plays between the 2 keyframes. Just a simple suggestion, probably won't get added, but yeah. I'd just like the ability to customise the loop that plays between the 2 main keyframes when you click the walk button or the run button. Being able to set up custom loops for Modelbench Models would also be nice.
  7. (If you want me to release the particles in the background of some of the screenshots, let me know) So, my first suggestion is this: Animated Textures. To put it short, you'd insert a spritesheet into the textures area, and then from there you could select it as a texture for a part and select "use as animated texture" and adjust the size and position of each frame of the texture similar to Keyframes Additionally, I would like blocks with textures different to the part that they're parented to to maintain their texture. If you didn't understand what I mean, picture this: You've got this model: This is a model of a character who has been cut in half vertically, and you have a blood texture parented to the body, and another one parented to the head. These blood textures are not separate parts to the things they're parented to because you need the blood to bend with the character. If you next check "allow player skins" and go into Mineimator and import the model, you can import the model into Mineimator and use it and it works fine. But if you use a custom texture for the "player skin", you get this--what the fudge is this why is this texture not working oh gosh end this man's suffering Like - I didn't know my character's blood was about 50 copies of its own texture, gee golly! Additionally, when you use a colour instead of a texture on a model for a block, it works fine the first time you import the model into MI, but fails at loading the colours when you load the project again. This is before loading the project but after importing it into Mineimator: But after loading the project again... This is after--what the fudge happened to this dud's sword? And it's even worse with the Archer Model I created! And from then on out, if I just wanted a single colour, I created a 1x1 Microsoft Paint document and filled the single pixel with that colour. This would be a nice bug to fix though, for the people who just couldn't be bothered to create a texture for something.
  8. Hello, I've been using Mine-Imator since 2016 now, and have a decent amount of suggestions that I think the program could use. More Shortcuts: By biggest problem with the program is that is just seems really slow, you need to move your mouse across the screen for everything. I know this sounds like a really dumb suggestion, and makes me seem lazy, but you wouldn't believe how easy it is to use blender when you have a shortcut for everything. Seriously it saves so much time. I know a lot of people aren't hotkey users, which is fine. But for people who use Mine-Imator and don't want an incredibly painful experience, we could really benefit from stuff like this. When I say more shortcuts for things, I mean everything. Scale, rotate, bend, position, move camera directly to object, move in and out of camera view, I could go on all day. All of these would speed up the whole animating process a lot.
  9. I want every time if i wanna start & create a new project camera already in the hierarchy is placed instead of manually placing it in Reason: Because it is time saving and no more "that you forgot a camera to place" Also works better. Working camera - editing animation Main Camera - animation itself Click here to see example as image on Twitter The image and black wide arrow(in the image) represents the suggestion.
  10. Sub Surface Scattering is the effect you get when you put your fingers in-front of a flashlight, A lot like the already existing "Bleed Light" Option, However Bleed light has a couple of problems that could be changed, 1. Blurrier Light Bleeding. - Bleed Light is already a great option in Mine Imator, And Extremely similar to Sub Surface Scattering (SSS), But There's a big difference. The Images at the end of this post are a comparison of Bleed Light and Sub Surface Scattering/ 2. Less Harsh light. - Something about the Bleed Light Option has very harsh light while SSS Is more subtle and soft. And adds a nice effect to images using it (Thanks to DarthLilo for making the Image with SSS Below.) 3. Inability to Control the effects of Bleed Light - Bleed Light isn't very flexible of an option, you kinda just turn it on and work with it and a lot of the time it doesn't fit the style of a lot of images. So maybe have it act like a camera setting, You can change the Blur, Intensity and Color of The Bleed Light effect. Its a very subtle effect but it adds a smoothness feel to the image. For those of you who read this thank you. And I hope the Mine Imator Dev Team will take this into consideration. Thanks!
  11. Make A ''You Are Segure?'' to quit because i click unintentionally the exit button and i cant Cancel the exit message : (
  12. I was wandering through the MI forums when I stumbled upon a wind rig prank, but that's irrelevant. While I was reading through the comments, I had an interesting idea: Wind Paths: A line of sorts that can be moved around to direct the flow of wind along that line. It would have a Radius that controls to what extent from the line the wind is effected. The path itself would have a number of points that you can drag around to make a more complex path. This could be used to make a valley seem to have wind rising up it's sides while having little wind in the center of the valley. It also could be used to give the effect of swirling grass. This might have been suggested before, but as far as I'm aware of it hasn't.
  13. Well i (or we) need a feature that mine-imator can make two model's merge into one model, so we can avoid messy timeline and make an organize rig (for those who does not use modelbench). BUT if its a hassle or difficult to script this kind of feature, there's no need to make that. its just my suggestion
  14. Using big models in Mine-imator is hard on my computer, especially when the model I am using has 646 shapes in it... (Flan's Mod M1 Abrams tank that I made: https://imgur.com/a/fjjm9OY) SO, I had this idea: What if there was an option in the exporter that combined all intersecting shapes in a part into one big shape? If there was, it could reduce the importing speed for complex models in Mine-imator AND increase the performance of rendering in general. (The program wouldn't have to calculate the positions of all the shapes in a part as it moves in an animation)
  15. A simple addition where you could set an object or body part to always point towards a set object based on the object's rotation point. Also, with the option for this 'point towards' to affect a body part's bending (so that when, the leg for instance, is straight the leg's lower half will continue bending towards the set object). This function could allow mine-imator users to be able to make their own IK for not only characters, but models and items and etc.. I assume it wouldn't be too hard to add.
  16. Maybe there could be a keybind (like CTRL + SHIFT + A) to select all the keyframes in the project or another one that selects all the visible keyframes.
  17. I don’t really know what to call this, but what I’m suggesting is that if you select multiple UVs, and move them, they should get moved with the same offset as each other, and not just move all the the exact same spot in the UV map, for example if you wanted to move some pixels up one, you’d have to move all of the pixels individually, cause if you selected them all and did it, it would move them to the exact same spot as each other.
  18. So Vegas Pro has a feature that lets you place orange markers on your timeline, as sort of notes for your personal memory. I whipped up some quick examples here. These markers are obviously fake but that's pretty much what I normally use them for: reminding myself of important points in the animation and some things I need to add/fix. I realized that a similar feature would be really helpful in Mine-imator itself, and I threw together a mock-up of what it might look like. Essentially you'd be able to add such markers with the little flag button I made in 10 seconds and give yourself reminders. You could also package this with a rig or animation preset you made for additional info when people download it. For example, if your rig cycles through some preview poses. It would especially be helpful for a little project I'm going to be working on. Hopefully it's considered.
  19. Have you ever tried to build a female rig, only to find that the way wind works breaks the hair cubes? Well, what i am proposing is that not only cubes/shapes have a wind effect, but also parts. I have tried to get the multiple hair cubes to work and sync the wind effect with each other, but it just will not work. This idea would also be useful for capes on character models and advanced leaves. Also it means that the sinc of the wind would line the parts The idea is just to give parts (different from cubes) the wind option as well. Then it is possible to just drop all cubes into a single part tick the wind option! @Nimi
  20. Hello, I wanted to give a suggestion to the Mine Imator ! About the new features of the camera as Bloom and color correction, I want to give a suggestion of a new feature very important, The "camera shake" feature! Besides making it much easier and saving our time there are those who do not know how to do a video editing for the Shake effect (which would obviously be the refuge for those who find it quite annoying to animate a shaking camera every 2-3 frames!) In my opinion it would be an incredible feature that would greatly help the scenes where there will be impacts and other things! To assist them in the idea the feature could be as follows: Put the option of the movements: Max X: --- Max Y: --- Max Z: --- Or a direct option like: "Strenght": --- And: "Shake speed": --- I hope my idea is accepted, I look forward to an answer! : 3 (And sorry for my bad english !)
  21. The reaction limit is probably here to prevent eventuals bots from botlike (or botdislike) posts.I think it's pretty annoying because I can only give reactions to a few posts and comments per day before I run out of reaction. So I got an idea: users who have more than 100 of reputation have unlimited reactions! The forum will still be protected from bots, and we will get rid of this reaction limit! What do you think ?
  22. This probably was already on the Modelbench timeline, but I was wondering if it would be possible to add Cylender, Cone, and Sphere elements to the editor. p.s. I have to create cylinders and spheres out of many, many rotated Surfaces or Cubes... Quite frustrating to work with. ?
  23. Hello, I'm new to the forum but I've been a mine-imator for a while now Following the update of 1.2.0, I suggest: A selective glow system ( basically, we can modify the intensity of each block to which we put glow) because currently we are forced to modify all the glows... which is a pity for me. example: such glow is at 250% and this one at 100% And if possible, what I would be surprised about for the moment: A system to be able to modify our schematics block by block. But I believe it's average because we're already quite a bit behind with the maj of the doors, hatches... With all due respect and support EQuiAndCie
  24. Hey, David. It'd be really awesome if you could have the ability to export .MANI models as other types of files, For example, BLEND files, .MDL files (Source, Quake, GoldSrc, etc.), different files like that. So you can import the animation into Blender or something, It'd be awesome for developers of Minecraft-Related Games, mods, etc. And it'd be amazing. Thanks for your time! -Aronan
  25. When a video is rendering in Sony Vegas or you're downloading something in Steam, the icon on the taskbar turns into a sort of progress bar. That would be really nice to have while I'm doing other things while waiting for my project to render, and then maybe a sound effect to signify it's completion. thatwouldbenicethanksbye
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