Yahoo Web Search

Search results

  1. We will cover every step of animating with Mine-imator from start to finish! In this part we go over: Creating a new project; setting up a scene; adding objects and characters; animating...

    • 30 min
    • 172K
    • AnxiousCynic
  2. Jun 12, 2021 · Mine-imator 1.1.0 Beginner's Guide Tutorial Series. AnxiousCynic. 24 videos 375,310 views Last updated on Jun 12, 2021. Everything you need to know about how to use Mine-imator! Play all....

  3. Share tutorials about Mine-imator and Modelbench or general tips & tricks. Here you can post: Mine-imator guides showing how you can achieve a certain result, like an effect or animation. Video tutorials showing how to use different aspects of the program.

  4. People also ask

  5. May 30, 2015 · 209K views 8 years ago AnxiousCynic's Mine-imator Tutorials. More Mine-imator Tutorials! - • AnxiousCynic's Mine-imator Tutorials Knowing how hard it can be to find quality,...

    • 18 min
    • 209.9K
    • AnxiousCynic
    • Overview
    • Starting up
    • Camera controls
    • Creating objects
    • Moving Steve
    • Animating Steve
    • Exporting an animation

    This starter guide provides a basic step-by-step guide for new Mine-imator users about how to create a very basic animation.

    It is expected that you have already downloaded and installed a copy of Mine-imator onto your system.

    Upon opening Mine-imator, a welcome message appears informing the user that they are are in "Simple mode" and that many advanced features will currently not be available. You do not need to worry about this right now, click the "Continue" button.

    To make a new project, click the green "New project" button. A popup appears allowing you to enter a custom name and description for your project; you don't have to change anything here right now if you don't want. Once you're done, click "Create project".

    Holding down the right mouse button in the camera view and dragging it around will rotate the view towards the direction you move the mouse, similar to how you use the mouse to look around in Minecraft.

    While holding down right-click, you will also be able to use the WASD keys to move the camera's position. W moves the camera forwards, S moves it backwards, A to the left, and D to the right, similar to the basic movement in Minecraft. You will also be able to use E to move the camera up and Q to move it down.

    Holding down the spacebar while using WASD movement will increase the speed at which the camera moves, while holding the Left Shift key will slow it down.

    These controls and more are all listed in the shortcuts bar at the bottom of the screen depending on the user's situation.

    To add a new object into project, click on the wobbling crafting table icon in the top-left corner of the screen to open the Workbench.

    The left side of the Workbench popup shows a list of every object you can place into your project, while the right side shows you what your selected object looks like, along with type of the object should be created, or it will give you a description of what the object does.

    By default, the Human character (or "Steve") will be selected. For now, we will just create a Steve by clicking the big green "Create" button at the bottom of the workbench popup.

    When "Create" is clicked, the object will attach itself to your cursor, allowing you to click on any space in your project to place it there. Move your mouse to a space on the ground in front of your view, and left-click.

    Now that Steve has been created, you can click on him again to select him. This will open a new panel near the right side of the screen showing you the object's animatable properties. Steve's position and rotation can be changed either through this panel, or by clicking and dragging on the arrows and wheels that appear at his feet.

    You will also be able to select Steve's individual body parts by clicking on any of them while he is selected. For example, clicking on Steve's arm will then allow you to rotate it separately from the rest of him. Try clicking and dragging on the dark blue wheel to rotate Steve's arm up towards the sky.

    At this point, you should have a project with Steve pointing up in a static pose; let's say we want to animate him waving his arm.

    You may have noticed that when you created Steve, a new object named "Steve" also appeared in a panel near the bottom-left of the screen. This bottom panel is the timeline, which is what controls when anything in a project happens; every object in your project that can be animated is listed here.

    By clicking and dragging on the numbered area in the timeline, you are able to change what time it is in the project (represented by a green playback marker that extends downwards in a line through the rest of the timeline).

    When you first rotated Steve's arm, you created a new keyframe at the beginning of the timeline, which contains all the information about an object's animatable properties (the stuff in the panel that appears whenever you select an object). After dragging the green playback marker to a new spot on the timeline, try clicking and dragging the rotation wheel on Steve's arm again so that he's pointing to the side. This should create a new keyframe for the arm where the marker is.

    Now, if you drag the playback marker between these two keyframes, you should see Steve's arm begin to rotate smoothly between the first keyframe where he's pointing up, and the new one where he's pointing to the side.

    You can see how this will look in real time by dragging the playback marker back to the beginning of the timeline (marked by the number 0), and clicking the "Play" button (the right-pointing triangle button at the top of the timeline panel, in the middle of the other buttons). The further into the timeline you placed the second keyframe, the longer the animation is going to take (you can click and drag directly on the keyframes in the timeline to change the time they occur in the animation).

    Now you should have an animation of Steve where he is pointing up into the sky, and then moving his arm down towards his side.

    Once you have finished any animation, you will be able to turn it into a video file that can be shared with other people.

    Before exporting your animation, you'll want to make sure that your camera view is looking at Steve, otherwise you may just be exporting a still video of the flatlands.

    First, click on the word "Render" in the toolbar at the very top of the screen, then click on the "Render animation..." button. This will bring up the Export movie popup, containing a list of options for how the final video should look. You do not need to worry about anything in this menu for now, just click on the green "Save" button at the bottom of the popup.

    This will open up the File Explorer, allowing you to see where your final video will be created on your computer. Navigate to a folder where you will be able to find it, such as your Desktop. Then, click the "Save" button.

    This will begin exporting your animation to a video file, which can take a bit of time depending on the length of your animation, how many objects are in it, and the speed of your computer.

  6. Mar 9, 2018 · Posted March 9, 2018. A lil while ago I completed a full beginner's guide for the latest version of Mine-imator (1.1.2), so here is the playlist containing all parts of the series. If you're new to Mine-imator, this series should go a long way to answering any of the initial questions you may have.

  7. www.mineimator.comMine-imator

    Create animated videos using blocks, items and the lovable characters from Minecraft. Make your creations pop using particles, lights and camera effects. Share your finished video with the world using sites like YouTube.

  1. Searches related to mine-imator tutorial

    anime opening mine imator tutorialmine-imator tutorial sounds
  1. People also search for