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Lots of people in a certain group I’m in asked for this, so here it is! Tutorial on how to rig with Mine-imator. Of course, rigging in Mine-imator is VERY different from other 3D modeling programs because there is no advanced rigging with a rigging tool we call “bones”, and some of you may know that.

Mine-imator is a 3D animation software created by David Norgren back in August 21st, 2012. The program has since been in development for eight and more years, undergoing various improvements, bugfixes, and graphical updates. It is well known for being easy to use, graphically pleasing, and being freeware. The program reached critical acclaim after the release of. Today in Mine-imator, I was animating a cutscene for a potential Minecraft LP. Everything worked fine but after I added enough animation, I found a bug that's hard to explain. If the timeline is moved beyond the last actual keyframe, the camera and characters will slide back to the places they were at the beginning of the scene, then snapping.

So the first thing we want to make is a human rig. Not some lame facial Steve rigs, but a human with armor or some kind. The first thing you want to do is get out a human character from the workbench/crafting table logo at the top-left corner. There is a few buttons after you press it, then just choose the one that looks like a player.

Then you open the workbench yet again, and select an item called a “cube”. I’ll give you a picture of what it is. Also, don’t mind my interface being colored strangely, it’s because I customized it. But all the buttons are in the same place as normal.

You then parent it, a term used for aligning an object to another object, to any part of the human’s body. For example we parent it to the arm. Here’s how we do it. After we select the cube by clicking on it, there is a properties tab in the far right which says “Parent:” and it says none. Select on the “none” and it will open a dropdown menu that has all the items in the timeline (and in this case, the human).

Resize by using the advanced scale. Turn on advanced scaling by deselecting this:

Now what you’ll see is a scaling system that has an X, Y and Z. X is for horizontal-side scaling, Y is for vertical scaling and Z is for horizontal-back scaling. Master the scaling and you’ll have a great rig.

Now there is also a color option, right below the Scale. Now this one is a bit more advanced since it has a color mixer, brightness, alpha and two colors. Brightness is for how bright it is when there is low light. For example, set brightness to 100% and it will glow when you turn your project background to nighttime. For Alpha, it sets your object’s opacity. Mix Percent, you’ll have to discover that on your own.

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Just use Blend color for now because we’re not using Mix Percent, and putting on a color with Mix color won’t do anything for now.

Mine Imator Normal Graphics Settings

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Basically spawn a cube, resize, recolor and repeat. If you’re good enough you can make something like this on the arm (made by me):

You can do this thing on other body parts too, just make sure when in a part where in can bend, go to properties to switch parts. For example, if you decide to parent a cube to a human’s body and want it to stay on the lower part of the bend, go to properties and uncheck “Upper half”.

After you’re finished with it, you can post it to a website called Mine-imator Forums (http://www.mineimatorforums.com/) where people can view it and download it, but make sure not to post random stuff or post silly things because the community there is brutal and you can have negative reputation if enough people downvotes your posts.

This is an example of a human rig I made with Mine-imator, along with a .gif animation:

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Hope this was helpful!

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VIDEO COMING SOON…