How to use mine imator to pose
During the summer I experimented with generating 3D models from schematics in GameMaker, and later decided that this could be implemented into Mine-imator to create some effects like the Pyro's flame thrower. avi exporting, so Frossa would have to record the program with a screen recorder as the animation was playing (and then use chrome key in Sony Vegas to get rid of the background). With the release of SFM came the idea to release Mine-imator to the public, nothing I had ever considered before. It was just meant to be a simple thing Frossa used for his animations, but I realized that, with the newly created schematic file importer, it could be used to make entire Minecraft movies, so I implemented a simple. avi exporter as Frossa worked on Meet The Pyro In Minecraft. Mine-imator were to be released publicly a few days after the Meet The Pyro upload in August 2012. As Frossa's video got more viral, more hype was generated and when the crude program was released, it became an instant-hit. I was overwhelmed by the amount of downloads and feedback as the Note Block Studio (or any earlier project) had never had this level of success. Work continued throughout 2012, with slightly more features being added, perhaps most notably the long requested bendable arms.ĭuring 2013 I took a break to work on other things including TF2 map making ( pl_minecanyon ), web browser add-ons (Fix'dTube) and hacking file formats. I always had the idea to bring Mine-imator to a new level as my 3D experience had greatly evolved at this point. GameMaker 8.1's 3D was rather primitive and the engine didn't fully utilize the CPU, resulting with slow loading times (especially for schematics). I knew GameMaker:Studio had been released, but it was known to be very unstable from fellow GameMaker users, so I waited until YoYoGames (the creators of GameMaker) hopefully had sorted the big bugs out.
How to use mine imator to pose upgrade#
In late 2013, I picked up Mine-imator again and decided to upgrade it to GameMaker:Studio for converting the program into C++ code which would greatly speed things up. Huge schematics could be imported lightning fast and graphics were rendered much more efficiently due to Studio's improved 3D. I named the project Mine-imator 1.0.0 as I decided that it was finally time to leave beta, and scheduled a release in January 2014. So it’s basically capturing the current pose from the editor and making a copy of it that the Animation Editor doesn’t necessarily know about.And Mine-imator animations would change forever. This works because entering this into the command line doesn’t make the Animation Editor stop editing your rig. Local counterpart = model:FindFirstChild(v.Name, true) local model = workspace.Dummyįor i, v in pairs(clone:GetDescendants()) do You can change the first line if you want that to be different. Note: this relies on your model being named Dummy and just being in workspace.
How to use mine imator to pose update#
However, if you simply save your original posed model, you can delete the previous clone and make a new one if you need to update the pose. Note that you won’t really be able to edit the cloned model, since it actually changes the base pose of the joints for the clone. Here’s a quick workaround for you to paste into the Command Line.