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Found 21 results

  1. Project file MediaFire: https://www.mediafire.com/file/jl3ti1rewcf9v1d/Love_It_For_Public.rar/file
  2. I tried to make a Bunny Dance keyframe for Mine-Imator and I would like to share this. Hope you guys like it Example Animation: Youtube: Download Keyframe here (Already include with tutorial video): https://www.mediafire.com/folder/8bdin3hni7z94/Bunny_Dance_by_ArqAliski
  3. Someone will have this situation when they're want to Make the Flying Object, Or Elytra Scene which All Animator need A Folder. Hmm I think The Folder is not Better enough. My request are make the Lines that Object can follow the lines until the end of the lines. You know what I mean right? So Animators doesn't use too much of folder in their project. And All Animator Are Not Wasting their time just for Animating The Curve Movement of an object that is Little bit hard to make the Keyframe. So.. I hope this request can help you guys. And a Thanks for read this. --LacaMenDRY--.
  4. I made a simple walk cycle for you to use. Enjoy.
  5. By that means, it could be useful to make some effect to those modelbench rigs or something that is parent to the selected object I have a rig created from modelbench, but I only wanted to make the Head layer invisible, but I still want the hat on top of the head still visible Since they're in a same rig, which means that whenever I try to set the Head layer's alpha to 0%, it also affects the hat as well. Which I don't wanted to. Maybe add an another option under the visible option under the Keyframe tab. Name it something like Visible [Self] Make a option that object can be invisible at any frames but it doesn't affect the layer(object) inside
  6. Instead of changing the interface color only, why not making a feature that you can customize the keyframes' color yourself. My interface is dark theme, which I made it myself. I find dark theme comfortable for my eyes, so I will be able to work for a longer period in just one sit. But since the keyframes' color aren't customize-able, I find it really tough to see darker color keyframes. Instead of adjust the interface myself. Why not making a feature that you could make any layer of keyframes' color customize-able? Btw, a little bit of tint color (which you can customize it yourself which color you want) for the whole layer would be also useful too.
  7. Poses vary on many things and they are always slightly different. The biggest problem are cycles. When imported and duplicated, each limb moves the same. My suggestion is to randomize each keyframe by adding a random range parameter to keyframes. They'll be set default to 0 = no randomization. We could use it to do the slight randomization in the cycles, so each step would be slightly different.
  8. Hello i like mine-imator so much but... i have a problem Keyframe from background. except: "the Fog or cloud Color,sky,sunlight Etc" is not bugging for keyframe (animating) no matter how the wind is bugging for keyframe... for example wind speed: 25 Keyframe into:45 keyframe Result is to fast!!! well... maybe in the future it would be updated (i hope so... )
  9. How do i export a part of an animation from a specific point (keyframe) chosen? If you can't let me know.
  10. Something simple I thought someone out there might like. I ain't no SKIBBZ, so this is what ya get. http://imgur.com/a/unN6W (forgot how to post images directly) Download here!
  11. Check this out! https://www.youtube.com/watch?v=KtlMGZ95hhI
  12. Hello everyone I'm NiSoSiam and i have my new test Is it ok? *edit* this is my frist Topic Sorry for my broken english
  13. Mine-imator log, please paste this into your bug report! 9:10:44 PM version: 1.0.2 (official) 9:10:44 PM gm_version: EA 1.99.416 9:10:44 PM build date: 11/6/2015 4:36:17 AM 9:10:44 PM YYC: yes 9:10:44 PM OS: Windows_NT 9:10:44 PM USERDOMAIN: CAROL-HP 9:10:44 PM USERNAME: Carol 9:10:44 PM USERPROFILE: C:\Users\Carol 9:10:44 PM APPDATA: C:\Users\Carol\AppData\Roaming 9:10:44 PM video_adapter_0_name: ATI Radeon HD 4200 9:10:44 PM video_adapter_0_driver_version_high: 524305 9:10:44 PM video_adapter_0_device_name: \\.\DISPLAY1 9:10:44 PM video_adapter_0_driver_version_low: 656489 9:10:44 PM os_version: 393218 9:10:44 PM os_is_network_connected: yes 9:10:44 PM os_get_language: en 9:10:44 PM os_get_region: US 9:10:44 PM working_directory: C:\Users\Carol\Mine-imator\ 9:10:44 PM file_directory: C:\Users\Carol\AppData\Roaming\Mine_imator\ 9:10:44 PM Old log found 9:10:44 PM DLL init 9:10:44 PM file.dll 9:10:44 PM gzunzip.dll 9:10:44 PM movie.dll 9:10:44 PM Movie init 9:10:44 PM window.dll 9:10:44 PM texture.dll 9:10:44 PM Texture init 9:10:46 PM exe_directory: C:\Users\Carol\Mine-imator\ 9:10:46 PM Trying to save files 9:10:46 PM Files saved 9:10:46 PM Shader init 9:10:46 PM shaders_are_supported: yes 9:10:46 PM shader_high_ssao_blur compiled: yes 9:10:46 PM shader_high_ssao compiled: yes 9:10:46 PM shader_high_ssao_depth_normal compiled: yes 9:10:46 PM shader_high_light_apply compiled: yes 9:10:46 PM shader_high_light_night compiled: yes 9:10:46 PM shader_high_light_point compiled: yes 9:10:46 PM shader_high_light_spot compiled: yes 9:10:46 PM shader_high_light_sun compiled: yes 9:10:46 PM shader_high_fog_apply compiled: yes 9:10:46 PM shader_high_fog compiled: yes 9:10:46 PM shader_high_dof compiled: yes 9:10:46 PM shader_high_aa compiled: yes 9:10:46 PM shader_replace compiled: yes 9:10:46 PM shader_draw_texture compiled: yes 9:10:46 PM shader_depth compiled: yes 9:10:46 PM shader_color_fog_lights compiled: yes 9:10:46 PM shader_color_fog compiled: yes 9:10:46 PM shader_blend_fog compiled: yes 9:10:46 PM shader_blend compiled: yes 9:10:46 PM shader_border compiled: yes 9:10:46 PM Create vertex format 9:10:46 PM Render init 9:10:46 PM Ground model init 9:10:46 PM Character models init 9:10:46 PM Windows init 9:10:46 PM Lists init 9:10:46 PM Load language file: C:\Users\Carol\Mine-imator\Other\Languages\english.txt 9:10:46 PM Make transitions 9:10:47 PM Globals init 9:10:47 PM Opening pack from folder: C:\Users\Carol\Mine-imator\Other\Textures\ 9:10:49 PM Found key_file: C:\Users\Carol\Mine-imator\Other\key.file 9:10:49 PM Loading settings: C:\Users\Carol\Mine-imator\Other\settings.file 9:10:49 PM load_format: 2 9:10:49 PM Loading recent: C:\Users\Carol\Mine-imator\Other\recent.file 9:10:49 PM Loading closed alerts: C:\Users\Carol\Mine-imator\Other\alerts.file 9:10:49 PM Startup OK 9:10:49 PM Resetting project 9:10:49 PM Destroying instances 9:10:49 PM Project resetted 9:10:49 PM Show popup: startup 9:10:58 PM Opening project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:10:58 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:10:58 PM load_format: 10 9:10:58 PM Resetting project 9:10:58 PM Destroying instances 9:10:58 PM Project resetted 9:10:58 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:10:58 PM Templates: 0 9:10:58 PM Timelines: 0 9:10:58 PM Resources: 0 9:10:58 PM Get template iids 9:10:58 PM Get particle type iids 9:10:58 PM Get keyframe iids 9:10:58 PM Get timeline iids 9:10:58 PM Update program 9:10:58 PM Project loaded 9:11:38 PM Action: action_bench_create 9:11:46 PM Action Set variable: action_background_ground_n, 1, 98, 0 9:11:46 PM Action Set variable: action_background_ground_n, 98, 82, 0 9:11:47 PM Action Set variable: action_background_ground_n, 82, 50, 0 9:11:48 PM Action Set variable: action_background_ground_n, 50, 51, 0 9:11:49 PM Action Set variable: action_background_ground_n, 51, 0, 0 9:11:50 PM Action Set variable: action_background_ground_n, 0, 1, 0 9:11:50 PM Action Set variable: action_background_ground_n, 1, 2, 0 9:11:51 PM Action Set variable: action_background_ground_n, 2, 4, 0 9:11:52 PM Action Set variable: action_background_ground_n, 4, 21, 0 9:11:52 PM Action Set variable: action_background_ground_n, 21, 22, 0 9:11:53 PM Action Set variable: action_background_ground_n, 22, 23, 0 9:11:53 PM Action Set variable: action_background_ground_n, 23, 24, 0 9:11:55 PM Action Set variable: action_background_ground_n, 24, 23, 0 9:11:56 PM Action Set variable: action_background_ground_n, 23, 64, 0 9:11:57 PM Action Set variable: action_background_ground_n, 64, 8, 0 9:12:03 PM Action Set variable: action_background_ground_n, 8, 299, 0 9:12:04 PM Action Set variable: action_background_ground_n, 299, 301, 0 9:12:05 PM Action Set variable: action_background_ground_n, 301, 289, 0 9:12:07 PM Action Set variable: action_background_ground_n, 289, 290, 0 9:12:08 PM Action Set variable: action_background_ground_n, 290, 291, 0 9:12:12 PM Action Set variable: action_background_ground_n, 291, 302, 0 9:12:17 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:12:17 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:12:17 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:12:17 PM Project saved 9:12:20 PM Action Set variable: action_lib_repeat_toggle, 0, 1, 0 9:12:21 PM Action Set variable: action_lib_repeat_x, 1, 2, 1 9:12:24 PM Action Set variable: action_lib_repeat_y, 1, 2, 1 9:12:25 PM Action Set variable: action_lib_repeat_z, 1, 2, 1 9:12:27 PM Action Set variable: action_lib_repeat_x, 16, 17, 1 9:12:29 PM Action Set variable: action_lib_repeat_z, 22, 24, 1 9:12:33 PM Action Set variable: action_lib_repeat_x, 44, 43, 1 9:12:35 PM Action Set variable: action_lib_repeat_z, 30, 29, 1 9:12:53 PM Action: action_tl_select 9:13:03 PM Action: action_tl_deselect_all 9:13:03 PM Action: action_tl_select 9:13:08 PM Action: action_tl_deselect_all 9:13:08 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:13:08 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:13:08 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:13:08 PM Project saved 9:13:10 PM Action: action_bench_create 9:13:12 PM Action: action_tl_select 9:13:13 PM Action: action_tl_keyframe_create 9:13:17 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:13:17 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:13:17 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:13:17 PM Project saved 9:13:44 PM Action: action_tl_select 9:13:44 PM Action: action_tl_deselect_all 9:13:55 PM Action: action_bench_create 9:13:57 PM Action: action_tl_select 9:14:09 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:14:09 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:09 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:09 PM Project saved 9:14:10 PM Action: action_tl_select 9:14:14 PM Action: action_tl_select 9:14:15 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:14:15 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:15 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:15 PM Project saved 9:14:17 PM Action: action_tl_select 9:14:18 PM Action: action_tl_keyframe_create 9:14:20 PM Action: action_tl_select 9:14:21 PM Action: action_tl_select 9:14:25 PM Action: action_tl_select 9:14:25 PM Action: action_tl_keyframe_create 9:14:26 PM Action: action_tl_select 9:14:26 PM Action: action_tl_keyframe_create 9:14:28 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:14:28 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:28 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:28 PM Project saved 9:14:28 PM Action: action_tl_deselect_all 9:14:29 PM Action: action_tl_keyframes_select_area 9:14:36 PM Action: action_tl_select 9:14:37 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:14:37 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:37 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:37 PM Project saved 9:14:41 PM Action: action_tl_select 9:14:42 PM Action: action_tl_select 9:14:44 PM Saving project: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing\Jimquisiton Intro Thing.mproj 9:14:44 PM load_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:44 PM save_folder: C:\Users\Carol\Mine-imator\Projects\Jimquisiton Intro Thing 9:14:44 PM Project saved 9:14:45 PM Action: action_tl_deselect_all 9:14:45 PM Action: action_tl_keyframes_select_area
  14. Minimator has crashed whilst trying to copy some keyframes (from the .\Other\Loops\human_walk.keyframes) Mine-imator log 23:09:38 version: 1.0.2 (official) 23:09:38 gm_version: EA 1.99.416 23:09:38 build date: 06.11.2015 10:36:17 23:09:38 YYC: yes 23:09:38 OS: Windows_NT 23:09:38 USERDOMAIN: JAMIE-PC 23:09:38 USERNAME: Jesse 23:09:38 USERPROFILE: C:\Users\Jesse 23:09:38 APPDATA: C:\Users\Jesse\AppData\Roaming 23:09:38 video_adapter_0_name: NVIDIA GeForce GTX 745 23:09:38 video_adapter_0_driver_version_high: 655378 23:09:38 video_adapter_0_device_name: \\.\DISPLAY1 23:09:38 video_adapter_0_driver_version_low: 857818 23:09:38 os_version: 393218 23:09:38 os_is_network_connected: yes 23:09:38 os_get_language: de 23:09:38 os_get_region: CH 23:09:38 working_directory: E:\Program Files (x86)\Mine-Imator\ 23:09:38 file_directory: C:\Users\Jesse\AppData\Roaming\Mine_imator\ 23:09:38 Old log found 23:09:38 DLL init 23:09:38 file.dll 23:09:38 gzunzip.dll 23:09:38 movie.dll 23:09:38 Movie init 23:09:38 window.dll 23:09:38 texture.dll 23:09:38 Texture init 23:09:39 exe_directory: E:\Program Files (x86)\Mine-Imator\ 23:09:39 Trying to save files 23:09:39 Files saved 23:09:39 Shader init 23:09:39 shaders_are_supported: yes 23:09:39 shader_high_ssao_blur compiled: yes 23:09:39 shader_high_ssao compiled: yes 23:09:39 shader_high_ssao_depth_normal compiled: yes 23:09:39 shader_high_light_apply compiled: yes 23:09:39 shader_high_light_night compiled: yes 23:09:39 shader_high_light_point compiled: yes 23:09:39 shader_high_light_spot compiled: yes 23:09:39 shader_high_light_sun compiled: yes 23:09:39 shader_high_fog_apply compiled: yes 23:09:39 shader_high_fog compiled: yes 23:09:39 shader_high_dof compiled: yes 23:09:39 shader_high_aa compiled: yes 23:09:39 shader_replace compiled: yes 23:09:39 shader_draw_texture compiled: yes 23:09:39 shader_depth compiled: yes 23:09:39 shader_color_fog_lights compiled: yes 23:09:39 shader_color_fog compiled: yes 23:09:39 shader_blend_fog compiled: yes 23:09:39 shader_blend compiled: yes 23:09:39 shader_border compiled: yes 23:09:39 Create vertex format 23:09:39 Render init 23:09:39 Ground model init 23:09:39 Character models init 23:09:39 Windows init 23:09:39 Lists init 23:09:39 Load language file: E:\Program Files (x86)\Mine-Imator\Other\Languages\english.txt 23:09:39 Make transitions 23:09:39 Globals init 23:09:39 Opening pack from folder: E:\Program Files (x86)\Mine-Imator\Other\Textures\ 23:09:39 Found key_file: E:\Program Files (x86)\Mine-Imator\Other\key.file 23:09:39 Startup OK 23:09:39 Resetting project 23:09:39 Destroying instances 23:09:39 Project resetted 23:09:40 Show popup: startup 23:09:49 Opening project: E:\Program Files (x86)\Mine-Imator\Projects\Walking in the forest\Walking in the forest.mproj 23:09:49 load_folder: E:\Program Files (x86)\Mine-Imator\Projects\Walking in the forest 23:09:49 load_format: 10 23:09:49 Resetting project 23:09:49 Destroying instances 23:09:49 Project resetted 23:09:49 save_folder: E:\Program Files (x86)\Mine-Imator\Projects\Walking in the forest 23:09:49 Templates: 0 23:09:49 Timelines: 0 23:09:49 Resources: 0 23:09:49 Get template iids 23:09:49 Get particle type iids 23:09:49 Get keyframe iids 23:09:49 Get timeline iids 23:09:49 Update program 23:09:49 Project loaded 23:09:55 Action: action_bench_create 23:10:02 Show popup: open 23:10:16 Opening keyframes: E:\Program Files (x86)\Mine-Imator\Other\Loops\human_walk.keyframes 23:10:19 Action: action_tl_select 23:10:23 Opening keyframes: E:\Program Files (x86)\Mine-Imator\Other\Loops\human_walk.keyframes 23:10:23 Action: action_tl_keyframes_load 23:10:23 Templates: 0 23:10:23 Timelines: 0 23:10:23 Resources: 0 23:10:23 Get template iids 23:10:23 Get particle type iids 23:10:23 Get keyframe iids 23:10:23 Get timeline iids 23:10:23 Update program 23:10:26 Action: action_tl_select 23:10:27 Action: action_tl_deselect_all 23:10:27 Action: action_tl_keyframes_select_area
  15. Mine-Imator has many useful features but a really small but helpful one is the preset key-frame animations. If you right click one key-frame there is a button to make an animation to walk to the next key-frame. Is there anyway I can create my own? When I'm animating I don't like talking or finding voice overs so I just use nods and shrugs. When I make these nods I have to make 5-10 Frames in between each frame turning the head on each frame. It'll be helpful if I could create my own key-frame to key-frame animations with just a right click. It would save me time so I could create longer animations without getting bored/frustrated. Anybody know how? any help will be valued and appreciated.
  16. I wanna know the best keyframe transition in general so I can improve my animations.
  17. How do i make my animations in 0.7 go really fast? If you seen my animations some go a little too fast. Plz help
  18. Heres my test for 0.7. https://www.youtube.com/watch?feature=player_detailpage&v=5UlO6M-GED4
  19. [sorry for me english, i used google translate] to make creating animations faster and easier, I suggest that once you click the mouse wheel on the subject for him created a keyframe, and to move the keyframe left or right, you will need to turn the mouse wheel I think that it will make the animation easier, I want to hear your opinion
  20. well ... the idea is that each keyframe character has a specific skin. facilitate the creation of this animation by skin. (like an effect)
  21. I have an idea, it's to put some instances as keyframes that change in time. For example steve finds a sword on the ground (not locked to his hand), then he picks it up (locked to the hand) and then he throws it (locked again). Instead of making three different animations of putting the sword's position in his hand at each arm movement. What do you think?
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