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Mine-imator 2.0.2


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On 3/1/2023 at 3:00 AM, Nimi said:

mi2_logo.png.ec8c2b590c551256fcdd7cd33379355b.png

Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update!

 

Windows Installer   Windows (.zip)

Windows Installer 32-bit   Windows 32-bit (.zip)

Ubuntu/Debian   Linux (.tar)  

       Mac OS

 

Note: Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.

 

This being free software, please consider supporting the development team and website server costs with a small donation, thank you!

Donate to Mine-imator development

($5+ one-time or recurring)

 

 

Version 2.0.0 (Mar 1st, 2023), changes since 1.2.9:

Interface

  • Updated the interface to use “Inventory”, a new interface design by Voxy.
  • Updated Mine-imator logo and program icon.
  • Startup changes
    • Added splash images to the startup screen.
    • Projects can now be pinned to the top of the project list.
    • Projects can now be sorted by name and date last opened.
    • Changed project thumbnail size.
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • Added new program modes
    • Simple: Recommended for beginners, complex features/settings are hidden.
    • Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
  • Increased performance and stability improvements
  • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Added interface setting to split controls into specific tools:
    • Select tool (No gizmos.)
    • Move tool (Position arrows and planes.)
    • Rotation tool (Rotation wheels.)
    • Scale tool (Scale handles and XYZ editing.)
    • Bend tool (Bend wheels.)
    • Transform tool (Move, rotation and scale tools combined.)
  • Timeline changes
    • Added icons to timelines.
    • Added icons to preview the contents of folders.
    • Added new playback buttons:
    • Skip between keyframes in select objects.
    • Move forward/back by 1 frame.
    • Play from the start of the selected region.
    • Added timeline markers.
    • Added "Ghost" toggle for timelines to hide them from the list.
    • Added "Color tagging" to help highlight and filter timelines based on selected color.
    • Added size and offset settings for interval markers.
    • Added scrollbar for timeline name list.
    • Keyframes can be selected by clicking them once.
    • Timeline selection time/frames is now displayed next to project time/frames.
    • “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.)
    • Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snap to the world until released.
    • Hold Shift while clicking “Create” to spawn at 0,0,0.
    • Hold Shift while dragging to toggle position snapping.
  • Added basic math support for number boxes. (ex. “1/16” = 0.0625)
  • Added support for common textbox shortcuts:
    • Home/End key support to jump between the start/end of lines.
    • Word skipping. (Ctrl + Left/Right)
  • Added support for manual input in sun/moon time and rotation wheels.
  • Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.)
  • Added themes (Light, Dark, and Darker) and customizable accent colors.
  • Added interface scale setting for high DPI monitors.
  • Added preview images for lights, cameras, and environment timelines in the workbench.
  • Added "Save as" shortcut.
  • Added “Cancel” option when exiting an unsaved project or exiting the software via “X”.
  • Assets and files can be dropped into the software from the system file explorer.
  • Added camera panning. (Shift + Drag left mouse button)
  • Added "View instance" shortcut to jump to a selected object.
  • Reorganized the Workbench. (ex. Lights and Shapes are in one menu.)
  • Replaced the toolbar with “File”, “Edit”, “Render”, “View”, and “Help” dropdowns.
  • Audio can now be previewed at different points in the resources tab.
  • Holding "Control" while group-selecting keyframes will now deselect them.
  • Holding “Shift” now allows for precision when dragging components.
  • Shortened panel tabs now show a tooltip of the full name when hovered.
  • Added "Compact panels" setting, always on if the window is too small.
  • Added "Reduced motion" interface setting. (Disables most UI animations.)
  • Object proportions are now correctly preserved with XYZ scaling.
  • Grid overlay settings are now saved per-project.
  • Added an “About Mine-imator” popup with credits and links.

Rendering

  • “Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”.
  • Added Render presets:
    • Performance: Basic rendering features for faster rendering.
    • Balanced: All render effects enabled with low-mid quality settings.
    • Extreme: All render settings enabled with best possible quality.
    • Custom: Allows for complete customization of all available render settings.
  • Custom render presets can be exported and imported into other projects.
  • Custom render presets can be “Set as default settings” to be automatically copied over into new projects.
  • Added render quality modes.
    • Flat: No shading at all, the entire scene is set to fullbright.
    • Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator.
    • Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator.
  • Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button.
  • Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.)
    • Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.)
    • There are three options for tonemappers in the render settings:
      • None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range.
      • Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure.
      • Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have.
  • Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects.
  • Added Physically Based Rendering (PBR) support:
    • Introduces metallic and roughness properties.
    • Supports material and normal maps, using the SEUS PBR or LabPBR formats.
  • Added “Subsurface scattering”. (Replaces “Bleed light” settings.)
    • Added a “Highlight” effect for subsurface scattering.
  • Added alpha modes to change transparency is rendered:
    • Blended: Transparency behaves as it has previously. Has clipping issues but can be tweaked with “Render depth”.
    • Hashed: Noisy, but fixes most rendering issues with transparency.
  • Added “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings.
  • Added “Reflections” render settings. (Screen space only.)
  • Added specular highlight setting to lights.
  • Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene.
  • Added “Transparent shadows” setting, which allows light to pass through transparent objects.
  • Added "Size" setting for light sources, determines shadow softness.
  • Added “Zoom amount” setting for the distort camera effect.
  • Cameras can be moved closer to objects before visually clipping through them.
  • Improved Anti-aliasing.
  • Improved ambient lighting.
  • Improved blurring effects. (Glow, bloom, etc.)
  • Improved anamorphic bloom streaks.
  • Watermark is now previewed in viewports if settings are open.
  • New "Padding" setting to offset the watermark from the edge of the render.
  • Reworked watermark scale.
  • Added "Render pass" setting to preview data used in "Rendered" mode.

Animation

  • Added “Inverse kinematics” settings for limbs:
    • Target: The object that the limb should try to point/bend towards.
    • Angle target: An object that the joint of the limb will try to rotate towards.
    • Angle offset: A rotation value to offset the twisting from the angle target.
    • Blend: How much IK should rotate/bend the limb.
  • Limbs that meet the following criteria will support inverse kinematics:
  • The body part must have bending.
  • Can only bend on the X axis.
  • "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.)
  • Added "Path" and "Path point" timelines.
    • Paths are constructed by adding “Path points” into path timelines.
    • Objects can be set to move along a path in the constraints tab.
    • Paths can be used to generate a mesh. (Flat or tube-shaped.)
    • Particles can use paths as a spawn region/bounding box.
    • If a path is a particle attractor, two settings are available:
    • Directional force: Adds force along the direction of the path.
    • Vortex force: Adds a spinning force around the path. (Like a tornado.)
  • Added "Bézier" transition, allowing for greater customization of transitions.
  • Organized the transitions list.
  • Reworked “Camera shake” setting.
    • Now determined by strength and speed for individual axes.
    • Added toggle for “Positional” or “Rotational” camera shake.
  • Block texture animations, wind, clouds, and particles are synced with the animation.
    • Particles will be cleared if the marker goes backwards.
  • Added rotation support for particle timelines, now rotates the “Launch angle” of particles.
  • Added “Wind influence” slider for objects.
  • Added directional wind settings.
  • Added "Twilight" toggle for environment changes during sunset/sunrise.
  • Biomes are combined into one list and can now be animated.

Other features

  • Updated Minecraft assets to 1.19.3.
  • Default clouds texture is no longer cropped to 32x32 pixels.
  • Updated default clouds settings to better resemble Minecraft clouds.
  • Added new color settings for leaf blocks for 'custom' biome setting.
  • Updated default particles. (Most now use “Launch angle” settings for rotation support.)
  • Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”.
  • Added structure block file support. (.nbt)
    • Integrity can be changed to randomly filter out blocks.
    • Blocks filtered out by integrity can be inverted.
    • If available, palettes can be chosen.
  • Added support for custom player heads in scenery.
  • Added support for shields in the new “Pattern editor”.
  • Added "Trees4.schematic".

Engine changes

  • Converted Mine-imator from GML to C++.
  • MacOS support.
  • Linux support. (Debian/Ubuntu)
  • x64 Support.
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores.
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported.
  • Generated scenery 3D models are cached in the project folder, allowing instant loading.
  • Project/resource loading stability improvements.

Changes

  • Renamed settings:
    • “SSAO” -> “Ambient occlusion”
    • “AA” -> “Anti-aliasing”
    • “Alpha” -> “Opacity”
    • “Brightness” -> “Emissive”
    • “Graphics” (Timeline panel) -> “Appearance”
    • “Background” -> “Environment”
    • "Show seconds" -> “Show intervals”
  • Renamed "schematic" resources to "scenery" in the interface.
  • Updated cloud name settings.
  • Optimized noise texture generation.
  • Loading popup will now show overall progress when loading multiple assets. (Ex. When loading a project.)
  • Resetting camera position/rotation now always defaults to 0.
  • Updated text when canceling movie exporting to "Are you sure you want to stop rendering?".
  • Exporting images now includes a progress bar. (Similarly to movie exporting.)
  • Sunrise and sunset no longer affect fog size.
  • “Sunlight Strength” is now 100% by default.
  • Timelines no longer use a random color for keyframes.
  • Moved settings:
    • The workbench button has been moved into the viewport.
    • Moved playback time and buttons into a new timeline header.
    • Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group.
    • Moved “Grid snapping” to the viewport toolbar.
    • Moved “View Grid Size” to the viewport toolbar.
    • Moved the "Select all keyframes" button into a right-click menu.
    • Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into a right-click menu.
    • Position, rotation, scale, and bend tabs are combined in a new "Transform" tab.
    • Color and texture tabs are combined in a new "Material" tab.

Removed

  • Warnings when attempting to create a project:
    • Empty project names will use a default name.
    • Duplicate project names will be given a numerical suffix.
  • Custom interface color settings.
  • Custom interface font setting.
  • FPS interface setting. (Custom FPS can still be set in the settings file.)
  • “Spawn near work camera” option. (Replaced with Drag-n-drop.)
  • "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.)
  • “Gigantic (8192x8192)” option for Point light buffer size.
  • "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.)
  • "Desaturate night" environment setting.
  • "Noisy grass/water" graphics setting.
  • “Block glowing” / “Block glow threshold” graphics settings.
  • Rotation loops setting.
  • “Advanced Color Effects” button. (Now always visible.)
  • "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.)
  • "Foliage tint" appearance setting.

Bugfixes (Since Pre-release 7)

  • Fixed exporting being stuck if a 2nd window is in "Render" mode.
  • Fixed crash when applying color tag to timelines if you didn't right-click a timeline.
  • Fixed issues with south pointing compass and mid-day clock item in keyframes.
  • Fixed audio soundwaves disappearing if too quite.
  • Fixed crash when loading structure block files. (.nbt)
  • Fixed window location changing to default location when importing assets.

yipeeeee

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long have I waited...

 

Seriously though, I can't thank you enough for the amount of work you've put into this software. It's come a long way since I first started using it back in 2015, and I'm proud and privileged to have been able to see its journey through to the end(?). It's become far more than just a fun Minecraft program to play around in, by this point it has become a competent piece of animation software that can even rival that of blender and C4D. The creativity and ingenuity that people have developed while using the software is nothing short of incredible. The artists that work in the software have crazy amounts of talent and creativity, but sometimes it takes that little nudge for you to actually find that talent, or to get the motivation needed to explore and learn.

 

I know there are thousands if not tens of thousands of others like myself who have been able to find a passion with working in the 3D environment; animation and modelling, who would not have found it if it weren't for the accessibility and welcoming nature of the program, and the community that you have built up over the years. Not to sound sappy, but I know for a fact that I would not be where I am now had I not come across Mine-imator all those years ago, and there are so many others who feel the same way. It's mind boggling to see how far its come, how much effort, care, and love that was crammed into it. I know there were a lot of hardships and struggles, Game-Maker isn't exactly the easiest to work in, much less creating an entire animation program in. Then the decision to effectively remake the entire thing from scratch in C++, I admire the dedication to not just finish the project, but to keep motivation and focus all this time, that's crazy impressive.

So from the bottom of my heart, thank you David, and thank you Nimi for the work that you both have put in. There are people here who will go on to do incredible things; and you all are the ones who enabled them to find their passion and start a life long journey.

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It is a pity that this is the last version of Mine-Imator since this version promised "Volumetric rays" and "Volumetric fog" (things that I see that are not implemented) I also understand that they want to release this version as quickly as possible, to be involved in other projects.

Thank you very much for everything Nimi and David

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For the AMD graphics card related issue, it seems that switching from Windows to Linux fixed it entirely.
If you have trouble with crashes, black screens, etc, try switching to Linux, I personally use Ubuntu 20.04.

And if you have a black screen on startup, try removing or changing the settings.midata file, look for the term 'main_window' and delete it entirely or change the variables.
I use [quote] as my arguments on a 1440p screen.

I haven't tried 2.0.0 yet, I've had these issues on 2.0.0 pre-7, but if you have these issues, you might want to try these fixes out.

Quote

"main_window": {
        "rect": [ 1920, 1080, 2289, 1226 ],
        "maximized": false
    },

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On 3/1/2023 at 10:00 AM, Nimi said:

mi2_logo.png.ec8c2b590c551256fcdd7cd33379355b.png

Mine-imator 2.0, the 10th anniversary update brings numerous additions including a new UI, new renderer, animation features, multiplatform support and 3D world importer. Thank you for your help with feedback and finding bugs during the pre-release phases and we hope you enjoy the update!

 

Windows Installer   Windows (.zip)

Windows Installer 32-bit   Windows 32-bit (.zip)

Ubuntu/Debian   Linux (.tar)  

       Mac OS

 

Note: Most AMD cards and integrated graphics cards are prone to have poor performance, artifacts, and crashes relating to high-quality rendering. If you encounter any of these issues, we recommend staying with Mine-imator 1.2.9 for your projects.

 

This being free software, please consider supporting the development team and website server costs with a small donation, thank you!

Donate to Mine-imator development

($5+ one-time or recurring)

 

 

Version 2.0.0 (Mar 1st, 2023), changes since 1.2.9:

Interface

  • Updated the interface to use “Inventory”, a new interface design by Voxy.
  • Updated Mine-imator logo and program icon.
  • Startup changes
    • Added splash images to the startup screen.
    • Projects can now be pinned to the top of the project list.
    • Projects can now be sorted by name and date last opened.
    • Changed project thumbnail size.
  • Multi-monitor support
    • Drag the timeline or secondary view out of the window to detach as a new window
    • Alternatively, click the new “Pop out”/”Reset” buttons
    • Monitor setup is saved when re-opening Mine-imator
  • Added new program modes
    • Simple: Recommended for beginners, complex features/settings are hidden.
    • Advanced: For users familiar with the software, granting access to all features/settings. (Requires upgrade.)
  • New world importer
    • 3D interface integrated into software
      • Left click: Rotate/Create selection
      • Middle click: Pan
      • Right click: Fly (+WASDQE)
      • Mouse wheel: Zoom towards/away from cursor
      • Shift: Ignore selection
  • Increased performance and stability improvements
  • After importing from a world, clicking the “Reload” option under “Resources” will update the block changes from the world (if still present on the disk)
  • Added interface setting to split controls into specific tools:
    • Select tool (No gizmos.)
    • Move tool (Position arrows and planes.)
    • Rotation tool (Rotation wheels.)
    • Scale tool (Scale handles and XYZ editing.)
    • Bend tool (Bend wheels.)
    • Transform tool (Move, rotation and scale tools combined.)
  • Timeline changes
    • Added icons to timelines.
    • Added icons to preview the contents of folders.
    • Added new playback buttons:
    • Skip between keyframes in select objects.
    • Move forward/back by 1 frame.
    • Play from the start of the selected region.
    • Added timeline markers.
    • Added "Ghost" toggle for timelines to hide them from the list.
    • Added "Color tagging" to help highlight and filter timelines based on selected color.
    • Added size and offset settings for interval markers.
    • Added scrollbar for timeline name list.
    • Keyframes can be selected by clicking them once.
    • Timeline selection time/frames is now displayed next to project time/frames.
    • “Loop” options have been combined into a single button, clicking will cycle the modes. (Disable looping, Enable looping, and Enable seamless looping.)
    • Timeline zooming now requires the 'Control' button to be held. (Scroll wheel now scrolls vertically through timeline, hold Shift to scroll horizontally.)
  • Drag-n-drop mode when adding objects from the workbench after clicking “Create”
    • Objects are locked to the mouse and snap to the world until released.
    • Hold Shift while clicking “Create” to spawn at 0,0,0.
    • Hold Shift while dragging to toggle position snapping.
  • Added basic math support for number boxes. (ex. “1/16” = 0.0625)
  • Added support for common textbox shortcuts:
    • Home/End key support to jump between the start/end of lines.
    • Word skipping. (Ctrl + Left/Right)
  • Added support for manual input in sun/moon time and rotation wheels.
  • Added filter settings to sortable lists. (ex. Library has settings to filter each instance type.)
  • Added themes (Light, Dark, and Darker) and customizable accent colors.
  • Added interface scale setting for high DPI monitors.
  • Added preview images for lights, cameras, and environment timelines in the workbench.
  • Added "Save as" shortcut.
  • Added “Cancel” option when exiting an unsaved project or exiting the software via “X”.
  • Assets and files can be dropped into the software from the system file explorer.
  • Added camera panning. (Shift + Drag left mouse button)
  • Added "View instance" shortcut to jump to a selected object.
  • Reorganized the Workbench. (ex. Lights and Shapes are in one menu.)
  • Replaced the toolbar with “File”, “Edit”, “Render”, “View”, and “Help” dropdowns.
  • Audio can now be previewed at different points in the resources tab.
  • Holding "Control" while group-selecting keyframes will now deselect them.
  • Holding “Shift” now allows for precision when dragging components.
  • Shortened panel tabs now show a tooltip of the full name when hovered.
  • Added "Compact panels" setting, always on if the window is too small.
  • Added "Reduced motion" interface setting. (Disables most UI animations.)
  • Object proportions are now correctly preserved with XYZ scaling.
  • Grid overlay settings are now saved per-project.
  • Added an “About Mine-imator” popup with credits and links.

Rendering

  • “Render” and “Graphics” settings are now saved per-project under the “Render settings” tab in “Project properties”.
  • Added Render presets:
    • Performance: Basic rendering features for faster rendering.
    • Balanced: All render effects enabled with low-mid quality settings.
    • Extreme: All render settings enabled with best possible quality.
    • Custom: Allows for complete customization of all available render settings.
  • Custom render presets can be exported and imported into other projects.
  • Custom render presets can be “Set as default settings” to be automatically copied over into new projects.
  • Added render quality modes.
    • Flat: No shading at all, the entire scene is set to fullbright.
    • Shaded: Basic lighting and shadows, similar to Low Quality mode in pre-2.0 Mine-imator.
    • Render: All advanced render features, similar to High Quality mode in pre-2.0 Mine-imator.
  • Camera effects can now be previewed in Flat and Shaded mode, and toggled with the “Enable/Disable camera effects” button.
  • Added High Dynamic Range (HDR) support, allowing for much brighter & darker lighting scenarios. (Only the scene is affected. Fog, sky, etc. are not.)
    • Added “Tonemapper”, “Exposure”, and “Gamma” render settings under “Light management”. (Also available in camera timelines.)
    • There are three options for tonemappers in the render settings:
      • None: The Default setting. Faithful to how Mine-imator typically looked pre-2.0, only with more dynamic range.
      • Reinhard: One of the simplest and most common TMOs, very good at circumventing over-exposure.
      • Academy (ACES): An industry standard TMO, typically used for Movies, Photography, and more. Great for preserving the full range of highlights, shadows, and colors your creations may have.
  • Rendering now uses a sampling system, which takes multiple shots of the scene each frame to produce better results for certain effects.
  • Added Physically Based Rendering (PBR) support:
    • Introduces metallic and roughness properties.
    • Supports material and normal maps, using the SEUS PBR or LabPBR formats.
  • Added “Subsurface scattering”. (Replaces “Bleed light” settings.)
    • Added a “Highlight” effect for subsurface scattering.
  • Added alpha modes to change transparency is rendered:
    • Blended: Transparency behaves as it has previously. Has clipping issues but can be tweaked with “Render depth”.
    • Hashed: Noisy, but fixes most rendering issues with transparency.
  • Added “Indirect lighting” render settings, allowing emissive objects to illuminate surroundings.
  • Added “Reflections” render settings. (Screen space only.)
  • Added specular highlight setting to lights.
  • Added Cascading Shadow Maps, allowing for sunlight to be visible from anywhere in the scene.
  • Added “Transparent shadows” setting, which allows light to pass through transparent objects.
  • Added "Size" setting for light sources, determines shadow softness.
  • Added “Zoom amount” setting for the distort camera effect.
  • Cameras can be moved closer to objects before visually clipping through them.
  • Improved Anti-aliasing.
  • Improved ambient lighting.
  • Improved blurring effects. (Glow, bloom, etc.)
  • Improved anamorphic bloom streaks.
  • Watermark is now previewed in viewports if settings are open.
  • New "Padding" setting to offset the watermark from the edge of the render.
  • Reworked watermark scale.
  • Added "Render pass" setting to preview data used in "Rendered" mode.

Animation

  • Added “Inverse kinematics” settings for limbs:
    • Target: The object that the limb should try to point/bend towards.
    • Angle target: An object that the joint of the limb will try to rotate towards.
    • Angle offset: A rotation value to offset the twisting from the angle target.
    • Blend: How much IK should rotate/bend the limb.
  • Limbs that meet the following criteria will support inverse kinematics:
  • The body part must have bending.
  • Can only bend on the X axis.
  • "Joint end" (end_offset) setting is defined. (Ex. Distance from elbow to hand, knee to foot, etc.)
  • Added "Path" and "Path point" timelines.
    • Paths are constructed by adding “Path points” into path timelines.
    • Objects can be set to move along a path in the constraints tab.
    • Paths can be used to generate a mesh. (Flat or tube-shaped.)
    • Particles can use paths as a spawn region/bounding box.
    • If a path is a particle attractor, two settings are available:
    • Directional force: Adds force along the direction of the path.
    • Vortex force: Adds a spinning force around the path. (Like a tornado.)
  • Added "Bézier" transition, allowing for greater customization of transitions.
  • Organized the transitions list.
  • Reworked “Camera shake” setting.
    • Now determined by strength and speed for individual axes.
    • Added toggle for “Positional” or “Rotational” camera shake.
  • Block texture animations, wind, clouds, and particles are synced with the animation.
    • Particles will be cleared if the marker goes backwards.
  • Added rotation support for particle timelines, now rotates the “Launch angle” of particles.
  • Added “Wind influence” slider for objects.
  • Added directional wind settings.
  • Added "Twilight" toggle for environment changes during sunset/sunrise.
  • Biomes are combined into one list and can now be animated.

Other features

  • Updated Minecraft assets to 1.19.3.
  • Default clouds texture is no longer cropped to 32x32 pixels.
  • Updated default clouds settings to better resemble Minecraft clouds.
  • Added new color settings for leaf blocks for 'custom' biome setting.
  • Updated default particles. (Most now use “Launch angle” settings for rotation support.)
  • Added new default particles; “Electric spark”, “Potion effect”, and “Teleport”.
  • Added structure block file support. (.nbt)
    • Integrity can be changed to randomly filter out blocks.
    • Blocks filtered out by integrity can be inverted.
    • If available, palettes can be chosen.
  • Added support for custom player heads in scenery.
  • Added support for shields in the new “Pattern editor”.
  • Added "Trees4.schematic".

Engine changes

  • Converted Mine-imator from GML to C++.
  • MacOS support.
  • Linux support. (Debian/Ubuntu)
  • x64 Support.
  • Scenery/.schematic importing up to x10 times faster, depending on CPU cores.
  • Optimized memory usage for 3D meshes, meaning bigger scenery can be imported.
  • Generated scenery 3D models are cached in the project folder, allowing instant loading.
  • Project/resource loading stability improvements.

Changes

  • Renamed settings:
    • “SSAO” -> “Ambient occlusion”
    • “AA” -> “Anti-aliasing”
    • “Alpha” -> “Opacity”
    • “Brightness” -> “Emissive”
    • “Graphics” (Timeline panel) -> “Appearance”
    • “Background” -> “Environment”
    • "Show seconds" -> “Show intervals”
  • Renamed "schematic" resources to "scenery" in the interface.
  • Updated cloud name settings.
  • Optimized noise texture generation.
  • Loading popup will now show overall progress when loading multiple assets. (Ex. When loading a project.)
  • Resetting camera position/rotation now always defaults to 0.
  • Updated text when canceling movie exporting to "Are you sure you want to stop rendering?".
  • Exporting images now includes a progress bar. (Similarly to movie exporting.)
  • Sunrise and sunset no longer affect fog size.
  • “Sunlight Strength” is now 100% by default.
  • Timelines no longer use a random color for keyframes.
  • Moved settings:
    • The workbench button has been moved into the viewport.
    • Moved playback time and buttons into a new timeline header.
    • Moved “Blades” and “Blade Angle” camera settings into a new “Aperture settings” group.
    • Moved “Grid snapping” to the viewport toolbar.
    • Moved “View Grid Size” to the viewport toolbar.
    • Moved the "Select all keyframes" button into a right-click menu.
    • Moved "Add folder", "Duplicate/Delete/Export objects", "Walk cycle", "Run cycle", & "Copy/Cut/Paste/Delete/Export keyframes" buttons into a right-click menu.
    • Position, rotation, scale, and bend tabs are combined in a new "Transform" tab.
    • Color and texture tabs are combined in a new "Material" tab.

Removed

  • Warnings when attempting to create a project:
    • Empty project names will use a default name.
    • Duplicate project names will be given a numerical suffix.
  • Custom interface color settings.
  • Custom interface font setting.
  • FPS interface setting. (Custom FPS can still be set in the settings file.)
  • “Spawn near work camera” option. (Replaced with Drag-n-drop.)
  • "Shadow blur size" and "Shadow quality" settings. (Now controlled by the “Size” setting for lights.)
  • “Gigantic (8192x8192)” option for Point light buffer size.
  • "Follow camera" and "Sunlight range" environment settings. (No longer necessary with cascading shadow maps.)
  • "Desaturate night" environment setting.
  • "Noisy grass/water" graphics setting.
  • “Block glowing” / “Block glow threshold” graphics settings.
  • Rotation loops setting.
  • “Advanced Color Effects” button. (Now always visible.)
  • "Bleed light" / "Foliage light bleeding”. (Replaced with subsurface scattering.)
  • "Foliage tint" appearance setting.

Bugfixes (Since Pre-release 7)

  • Fixed exporting being stuck if a 2nd window is in "Render" mode.
  • Fixed crash when applying color tag to timelines if you didn't right-click a timeline.
  • Fixed issues with south pointing compass and mid-day clock item in keyframes.
  • Fixed audio soundwaves disappearing if too quite.
  • Fixed crash when loading structure block files. (.nbt)
  • Fixed window location changing to default location when importing assets.

thanks, now my computer dies everytime i try to render something thanks to the new rendering system. 1 frame takes 18 minutes with that 64 samples thing. going back to 1.2.9

Edited by BonnieRobloxRIP
misspelled 1 word
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On 3/20/2023 at 9:45 PM, BonnieRobloxRIP said:

thanks, now my computer dies everytime i try to render something thanks to the new rendering system. 1 frame takes 18 minutes with that 64 samples thing. going back to 1.2.9

You don't really have to go that back far, Mine-imator pre-release 4 is very stable and has some new features while it still uses the Old render System

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On 3/17/2023 at 3:43 PM, oruga said:

will the AMD graphics issues be patched in the future, or does this mark the real end of development?

Due to lack of time the AMD issues will likely remain unfortunately, hence the warning in the first post.

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On 4/29/2023 at 7:51 PM, Minecraft_troll said:

if i install Mine imator 2.0 will i then lose all my projects?

You won't, and projects from earlier versions can carry over to 2.0.

However, do note that once a project is brought over to 2.0, it can't go back to earlier versions nor is compaitable with them, mostly due to a different code base and functions. I recommend making a copy of all your project files before you decide to install 2.0. 

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