Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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  • Three.js seemed easier and more familiar to work with having been around longer and i liked how it was designed more. There wasn't a huge choice to make, both would have been good with different strong points. Babylon seemed to do TOO much which would maybe make construct integration harder.

  • A very good point. I think the Three.js community is great as well at continuously developing their library. When I was considering 3D javascript development, the attraction to Babylon was mainly their development into the more game related aspects of 3D game design. But these can be produced with Three of course, albeit it requires a little more work.

    I look forward to exploring your plugin and will probably produce a YouTube video of it at some point in the near future.

    Keep up the good work.

  • Yeah some tutorials from people who have their head wrapped around it would be awesome.

    Ideally i'd love to learn more about

    how to trigger events when 2 3D objects interact with each other

    how to link 2D elements and 3D elements together

    how to use some more of the built in construct behaviors with 3D objects

  • Yeah some tutorials from people who have their head wrapped around it would be awesome.

    Ideally i'd love to learn more about

    how to trigger events when 2 3D objects interact with each other

    how to link 2D elements and 3D elements together

    how to use some more of the built in construct behaviors with 3D objects

    because im still adding/fixing/changing things i don't want to make too many tutorials just yet, as things can drastically change in a few updates.

  • > Yeah some tutorials from people who have their head wrapped around it would be awesome.

    >

    > Ideally i'd love to learn more about

    >

    > how to trigger events when 2 3D objects interact with each other

    > how to link 2D elements and 3D elements together

    > how to use some more of the built in construct behaviors with 3D objects

    >

    because im still adding/fixing/changing things i don't want to make too many tutorials just yet, as things can drastically change in a few updates.

    no worries man! take your time, you're making something really special here and making everyone capable of designing 3d games! Thank you so much

  • Just bought the plugin five minutes after seeing this thread for the first time. I hope, as it develops, that it eventually becomes fully integrated with the rest of Construct's eco system - if this is possible - and if this does happen, I'd say you'd have a serious competitor to Unity - at least in terms of bang for your buck... $15!?! That's pretty damn reasonable!

    Also hope Scirra collaborate on this as they have with Spriter. It'll be worth it.

  • Q3D

    a 3D plugin for Construct 2 powered by three.js

    Buy / Download

    Q3D allows you to create entire 3D games, or supplement existing 2D games with 3D backgrounds or overlays, with all programming done in the Construct 2 event sheet.

    Check out the TINY TANK demo for an idea of what's possible with the Q3D plugin!

    Tiny Tank Feature Demo

    Examples:

    These are commented examples .capx files for those who have purchased the plugin, it is recommended users view them in the order they are placed here:

    Simple Scene Demo: Download HTML

    Simple File Loading Demo: Download HTML

    (Splitscreen) Simple Viewport Demo : Download HTML

    Supported Features:

    3D WebGL canvas rendering inside Construct 2, using three.js

    - Supplement the power of Construct 2 with the 3D capabilties of three.js

    - Overlay the 3D canvas with 2D elements like text and sprites.

    - Control rendering resolution at runtime

    - Support for anti-aliasing

    Objects:

    - Easy loading of 3D models in .obj, and three.js JSON format

    - Generate objects from built in geometric primitives with controllable parameters

    - Plane, Circle plane, Ring plane, Cube, Cylinder, Sphere, Icosahedron, Octahedron, Tetrahedron, Torus, Torus knot

    - Control 3D object position, rotation and scale in local and world space using various helper functions, or their transformation matrix directly

    - Parent and group 3D objects to create articulated transformation hierarchies (example: tank turret, jointed arm, wheel on chassis, etc.)

    - 2D billboard sprites. (camera facing polygons, for effects like smoke, fire, etc.)

    - Clone existing hierarchies to make copies of complex groups easily.

    - Give objects custom variables

    - Retrieve object position, rotation, scale directly from the matrix.

    - Control object appearance through materials and visibility.

    Multiple scenes, cameras, viewports:

    - Control scene background color, fog (color and type)

    - Control camera projection modes, FOV, frustum shape, position and orientation

    - Add, edit and remove multiple viewports at runtime for rendering splitscreen views, different view angles, GUI, or seperate scenes, simultaneously

    Flexible materials system:

    - Material shading models such as Phong, Lambert, Basic, as well as depth and normal based materials for other purposes

    - Material properties like color, specular, ambient, emissive, opacity, blending, shading, wireframe and so forth can be changed at runtime

    - Textures can be used for diffuse, specular, environment, bump, and normal mapping

    - realtime cube mapping supported for dynamic reflections

    - Texture properties can be changed at runtime, such as UV offsets, UV repeat, anisotrophy, image reference

    Lighting Features:

    - Various light types: spot, ambient, directional, hemisphere, and point

    - Shadow mapping for spot and directional lights

    - Control color, intensity, falloff, shadow darkness, position and direction, at runtime

    - Control shadow filtering (unfiltered, PCF, PCF-Soft)

    - Lights controlled through the same system as 3D objects.

    Helper Objects:

    - Light helpers to visualize position, direction and shadow frustums.

    - Grid and axis helpers to help visualize orientation

    - Bounding box visualization.

    Specify how the 3D canvas is integrated with Construct with 3 simple modes:

    - Above: A new canvas is created and placed above the Construct canvas (with it's CSS styling controlled by the construct object)

    - Below: same as above, except it's placed under.

    - Inside: Slower mode, where the canvas is rendered in Construct (like a sprite)

    - Easy window fitting can be enabled as well.

    Object Picking:

    - Projected ray picking using a camera

    - For each loop

    New features will be added incrementally.

    ACE / Properties:

    Actions :

    Conditions :

    Expressions :

    Properties :

    i just bought it last week when i first seen the forum post!:) its awsome it actually imports 3d models and you can resize etc ! but i still need some tutorials so i can properly use it! are there any?! if you can do some tutorials for how to make a 3d model animated and move it as in your tank demo! and do that platform thing wold be awsome! cause will give us a better understanding ( to all that wants to use it but dont know how or are starters) thanks for the plugin you just made construct2 look as unity3d for html5! XD awsome job dude your awsome!

  • is there any way to modify the model 3d size in some part of his body!? if i want to make a testing like lets create poterry but for 3d model instead of using 1 bil actors overlayd!:))

  • gamecorptm It would be possible like clara.io as 3D model editor in web, using HTML5, JavaScript, WebGL and Three.js.

    It depends the author of this plugin if can implement this feature or not.

  • Does this plugin support animation 3d models?

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  • Bought it yesterday cause i couldn't wait any longer... no idea how to use it yet... too many options

  • I managed to get a simple blocky thing up and running. Finally managed to load a texture for a material without running into errors. It took a lot of trial and error, and had to go back and forth with the example capx's until it finally worked. My current opinion is that there is a bit of work to do with making the plugin more accessible, and as others have said, it would greatly benefit from some documentation to clear things up. Obviously stuff like that takes time, and I'm happy to have something to play with until then. Still trying to figure out how to load a sprite, and the particulars of creating and applying materials to objects. It isn't exactly user friendly at the moment.

    Does anyone know of any good resources for learning the basics of relevant 3D game concepts? I've googled around, and there are lots of bloated tutorials that either focus too much on a particular engine or language (which obviously doesn't help with Construct) or just assume too much understanding at the beginning. Things that should be simple seem quite a chore, like, you have to load a texture file into Construct first, and then also load in the event sheet, and then create a material and reference the loaded file, and then create a piece of geometry, and apply the material. It's like 4 or 5 steps that could (should?) be taken care of behind the scenes. It's not like you'll ever apply a material without first loading the texture, right? I mean, Construct is generally very good at hiding the unnecessary complexity from the user. It's what makes Construct so awesome. If you've imported an image file into the project, I think it should be taken as granted that you'll be wanting to load it before you use it.

    Anyway, take this as a comment rather than a complaint. It's not like I'm unhappy with the purchase. It's just that this plugin has so much potential to completely transform Construct, and I hope it gets there.

  • gamecorptm It would be possible like clara.io as 3D model editor in web, using HTML5, JavaScript, WebGL and Three.js.

    It depends the author of this plugin if can implement this feature or not.

    hmm thanks for info!:) need to search all those plugins and see if i can implement them in c2! somehow!

  • gamecorptm It would be possible like clara.io as 3D model editor in web, using HTML5, JavaScript, WebGL and Three.js.

    It depends the author of this plugin if can implement this feature or not.

    well Q3D is made on three.js base code from MIT! so from your sayng it should be possible!

  • trying and trying... I do really need a manual for this plugin <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    Anyone able to import this object (with texture) and get it displayed correctly?

    http://tf3dm.com/download-page.php?url= ... -hut-41472

    I can load the object just fine, but the texture is completely off and I have no clue on how to set up the events to show it correctly <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

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