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Dev update #23: 10th year anniversary and... IK?!


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On 8/21/2022 at 12:03 AM, Nimi said:

cake.png.5f9ab5f902c27ae80ff3a4a9c97d7620.png

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...

 

A full view of 2.0's new interface system, Inventory

image.thumb.png.443ade4b038c061fcc327ea997af612d.png

 

Custom render settings in projects

image.thumb.png.f928b46a58955db8ce317a7ff6dfc25e.png

 

Bezier curves/custom transitions

image.png.a29f1b600846442b3f2c627bc2dc9f89.png

 

Paths (cool rollercoaster video)

paths.gif.304855036d0c4152b72cb3e9057e93e7.gif

 

Anti-aliasing improvements

image.thumb.png.6e8fd44c7c704017673193848d636ce2.png

 

Materials and reflections (+ PBR resource pack support) (video)

image.thumb.png.0438987e61638fb3d282e1b6deb58115.png

 

Inverse Kinematics

884935890_inversekinematics.gif.fd5220ffb321551fd7e3b1f0d7adf993.gif

 

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 🐛), 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. 👍

/Nimi

#DavidNorgendabest

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I don't speak English well, so I apologize in advance.
- What I saw is amazing, it will change Mine-Imator in the bud. But the translator said that as I understood (I hope this is not so) that this is the last update? And are you leaving?
- I hope it's just that I misunderstood, and that it was written there that this was just the last MAJOR update and that further there would be just bug fixes and other trifles. But it really is the MOST DIVINE RENEWAL. I remember this day when 2.0 comes out for life *cry*
[interpreter]

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On 8/21/2022 at 1:31 AM, Nimi said:

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.)

uhh...

the object import...

is added? or not?

pls replay if yo see this 🙏

On 8/23/2022 at 10:13 PM, gac_animation said:

oh gosh so much i wonder when they will add pyhsics

true 🤯

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Impressive.. it's slowly shaping up as an actual professional animation software.
We still would need the alpha problem solved, where alpha doesn't go throught dept of field etc. As well as physics for an actual particle system, where the particles recognize the surfaces (maybe toggleable so you can save resources when you don't need the particles to recognize surfaces to bounce on)

We would also need better texturing options. Like being able to apply a different texture per side on a block, rescaling the textures on each side etc, like an actual 3d program.

More options for audio. Fade in/fade outs would be handy. Also, fix the audio because currently the program adds some sort of weird filter to the sound, it doesn't sound 1:1 from the source. I could post some examples.

Looking forward to further updates.

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On 8/27/2022 at 9:01 AM, moniker said:

Impressive.. it's slowly shaping up as an actual professional animation software.
We still would need the alpha problem solved, where alpha doesn't go throught dept of field etc. As well as physics for an actual particle system, where the particles recognize the surfaces (maybe toggleable so you can save resources when you don't need the particles to recognize surfaces to bounce on)

We would also need better texturing options. Like being able to apply a different texture per side on a block, rescaling the textures on each side etc, like an actual 3d program.

More options for audio. Fade in/fade outs would be handy. Also, fix the audio because currently the program adds some sort of weird filter to the sound, it doesn't sound 1:1 from the source. I could post some examples.

Looking forward to further updates.

2.0 will be the last major update david and I will have involvement in, pre-release 5 will mostly reflect the full release aside from having bugs. We don't plan on overhauling particles with physics or adding better texture/audio options, though I'm currently looking into alpha hashing(gives noisy results with low samples, but improves most transparency issues) before the full release to fix some current major issues with rendering.

On 8/27/2022 at 4:09 AM, foxp 552 said:

uhh...

the object import...

is added? or not?

pls replay if yo see this 🙏

.obj importing won't be in 2.0.

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On 8/21/2022 at 12:33 AM, Nimi said:

cake.png.5f9ab5f902c27ae80ff3a4a9c97d7620.png

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...

 

A full view of 2.0's new interface system, Inventory

image.thumb.png.443ade4b038c061fcc327ea997af612d.png

 

Custom render settings in projects

image.thumb.png.f928b46a58955db8ce317a7ff6dfc25e.png

 

Bezier curves/custom transitions

image.png.a29f1b600846442b3f2c627bc2dc9f89.png

 

Paths (cool rollercoaster video)

paths.gif.304855036d0c4152b72cb3e9057e93e7.gif

 

Anti-aliasing improvements

image.thumb.png.6e8fd44c7c704017673193848d636ce2.png

 

Materials and reflections (+ PBR resource pack support) (video)

image.thumb.png.0438987e61638fb3d282e1b6deb58115.png

 

Inverse Kinematics

884935890_inversekinematics.gif.fd5220ffb321551fd7e3b1f0d7adf993.gif

 

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 🐛), 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. 👍

/Nimi

jus want to know when its comes out

(every day i check here but ...)

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I always wondered why FOV values are not allowed to be set in decimals. I would like to see this fixed. Like, I want to be able to set 40.5, and not just 40. For some reason you can set a keyframe with decimals if you manually enter it between 2 keyframes that are changing in value, but not manually enter the value.

 

Also, I still believe having a sticky object feature would be insanely useful. You spend an insane amount of time scrolling up and down to find the Camera object, the workflow just isn't right if you have to do this alll the time. Just give us a way to have the Camera timeline visible, since one works around the Camera keyframes, everything depends on the Camera keyframes, so you always have to have it visible, and at this time you just go up and down to find it.

 

And there's still this problem which ruins using DOF since any transparency used on the image will not apply it thus making it look glitched:
 

mineimator2.png

Edited by moniker
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On 8/21/2022 at 4:03 AM, Nimi said:

cake.png.5f9ab5f902c27ae80ff3a4a9c97d7620.png

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...

 

A full view of 2.0's new interface system, Inventory

image.thumb.png.443ade4b038c061fcc327ea997af612d.png

 

Custom render settings in projects

image.thumb.png.f928b46a58955db8ce317a7ff6dfc25e.png

 

Bezier curves/custom transitions

image.png.a29f1b600846442b3f2c627bc2dc9f89.png

 

Paths (cool rollercoaster video)

paths.gif.304855036d0c4152b72cb3e9057e93e7.gif

 

Anti-aliasing improvements

image.thumb.png.6e8fd44c7c704017673193848d636ce2.png

 

Materials and reflections (+ PBR resource pack support) (video)

image.thumb.png.0438987e61638fb3d282e1b6deb58115.png

 

Inverse Kinematics

884935890_inversekinematics.gif.fd5220ffb321551fd7e3b1f0d7adf993.gif

 

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 🐛), 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. 👍

/Nimi

bro when it do be comin out

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