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I told him that I could make a program specialized in animating Minecraft characters (at this point there were no plans to support items/blocks or scenery), so this would be a quick project, right? The name Mine-imator (short for Minecraft Animator) was decided almost immediately.Now we're in March 2012. Progress went very slow since the project turned out to be reasonably complex compared to anything I'd done before.
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I wanted the program to support a keyframe based system and multiple characters, as well as a resize-able interface. 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.
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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. 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.
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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. And Mine-imator animations would change forever.
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