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Being a noob I am in a some what fresh position and fresh eyes on the whole mine-imator experience and I see the need for colour coding in some areas in the mine imator for one it would be good to have the colours of the rotation wheels movement in there respective colours for X Y Z so you don't grab the wrong one when you are unsure which is which, I know there are letters, but colour would make them stand out more.

 

And maybe a automatic left and right tab: Left leg Right Leg Arm etc etc in an LL and RL form.

 

Also the the tabs for grabbing parts, the area of catchment should be bigger for ease of use, even thought there not always visible .many times I have pulled at an edge to find it either doesn't pull it or it bounces back up without you noticing it do so.

 

Well that my penny's worth for now. and I hope you find this useful.

Edited by Squibbletoon
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I know the wheels are, but am talking about the button in the panel as the circles get in the view of the animator if you could leave them off then you could use the panel ones for fine adjustments you need when you doing fiddly bits like around the eyes and mouth areas if your using a full head rig. hope this makes this clearer.

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If you mean the circle-y dials that you can use to fine-tune the values of position and rotation, then that's already changing. If you look at the new keyframe interface, they dials are now redesigned, have colors to match the rotation rings in the scene, and I personally think they look a lot better. :)

Also, for future reference, it's kinda a standard that the X, Y, and Z directions always have red, green, and blue as their colors, respectively. I've found that remembering that makes my life a whole lot easier in just about every 3D program.

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Mine-imator has X=Yellow, Y=Red and Z=Blue because green blends in too well with the default grass ground people tend to use.

The colors should be customizable. From my understanding, it's just a global variable and a draw function

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The colors should be customizable. From my understanding, it's just a global variable and a draw function

If you believe it's as simple as that here:

It's the 0.7 source, after looking at it, tell me if it's still as simple as you say.

 

I also believe The Glorious David is releasing the source for 1.0.0.

If you feel as if something needs to be changed, do so.

Edited by Emunator
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I think no matter what the colours are, they really help.

What I'm trying to say is that the three little pull circle on rotation panel, could also be colored to match the red blue and yellow for close up work as the rings of colour disappear when really close up, and would save keep zooming in and out all the time to check that your going to go the right direction it just a through nothing more.

 

 Thanks guys for all your input.

Edited by Squibbletoon
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If you believe it's as simple as that here:

It's the 0.7 source, after looking at it, tell me if it's still as simple as you say.

 

I also believe The Glorious David is releasing the source for 1.0.0.

If you feel as if something needs to be changed, do so.

I'm trying to find the code, but I ran into a problem. He used GM 8. I am using GM Studio. Until later this month, I can't edit the code

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Not to worry game maker it's all good just can't wait till the new one come's out and to see all the improvements The Glorious David brings to the Mine-imator program.


My idea is:  to have a skin-maker on board and maybe a paint program so you can make your own skins as well as animate them all in one place instead of having to go else where to do this. What do you think?

Edited by Squibbletoon
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