Welcome to Mine-imator Vexel Build

Mine-imator Vexel Build is the Vexel Studios version we use and improve for our own animation work.

Mine-imator Vexel Build is the version of Mine-imator we are building around our own animation work at Vexel Studios. We use Mine-imator a lot in production, so the goal is pretty simple: keep the workflow people know, but make the parts around rendering, color, updates, and support better over time.

This is not meant to be a whole new animation program or some replacement for the original Mine-imator idea. The scene editor, timeline, camera workflow, and general feel stay familiar. Vexel Build is more about improving the build we actually use, then sharing that progress in a cleaner way.

This site is where everything around that lives now: downloads, release notes, the Discord, supporter access, and longer updates about what we are working on.

Who we are

Vexel Build started from our own production needs at Vexel Studios.

Vexel Studios is our animation studio. We make Minecraft animation work for clients, creators, and communities, and that kind of work makes tool problems show up very quickly.

When you use the same software on real projects over and over, small issues stop being small. Render quality, update reliability, color control, missing workflow tools, and rough release handling all start to matter a lot more.

Vexel Build came from that. We wanted a version we could control properly for our own work, but we also wanted the useful parts to reach other Mine-imator creators instead of staying internal forever.

What Vexel Build does

Torch is the current realtime renderer name in Vexel Build.

Vexel Build is mostly about practical improvements. Right now that means volumetrics for atmosphere, HDR glow for stronger emissive renders, Curves for final color control, auto updates, clearer rendering names, and the Beacon renderer direction for later.

The Community edition stays free. Patches for its current stable line ship immediately, while new release lines reach Community after the public window. Creator and Studio supporters help fund the work and get those builds earlier.

That early feedback matters. Volumes, glow, and color controls can look good in a controlled test scene and still be annoying in a real animation. We want those rough parts found early, before they become the public stable experience.

Where we are going

Beacon is the long-term renderer direction for more advanced final-image lighting.

Right now the plan is to make the v1.2.0 feature set reliable and useful first. That means testing volumes, HDR glow, Curves, auto updates, and the new Preview and Final rendering names in real projects.

Torch is the realtime renderer name we are using now. Beacon is the future renderer direction, but it is not something you can use yet. We are showing it because we want the long-term renderer direction to be clear instead of pretending everything is already done.

We also want the boring pieces to get better: release checks, downloads, documentation, and update routing, so people can spend more time making scenes and less time fighting setup issues.

What comes next

The next step is to keep shipping updates and keep listening to people actually using the build. The immediate feedback we need is around volumes, HDR glow, Curves, update behavior, and whether the Preview and Final naming makes more sense in real use.

Community users get immediate patches for the public stable line. Supporters get new release lines and beta work earlier. Both matter, because the goal is not a private Vexel-only build. The goal is a better Mine-imator workflow for the people who depend on it.

Welcome to Mine-imator Vexel Build.