FlyingRam's Forum Posts

  • Probably best to create a new topic asking about Q3d since I’ve never used it and don’t have it. That would give better visibility for anyone who actually use/used it.

    With this plug-in you can’t access vertex positions. What you can do is make another object and position it relative to another object. So if you know the original vertex position (say 1,2,3) you can position and object to that but use the relto field to be the other object that’s rotating.

    Anyways, just a possible solution idea. I haven’t been on a computer for months so I haven’t tested this.

    For the second question, I don’t have a capx. The post I made seems sound. Guess you could do it with the move at angle action too.

    Sprite2: set position to center

    Sprite2: move 100*cos(10*time) pixels at angle center.angle

    Sprite2: move 50*sin(10*time) pixels at angle center.angle+90

    Anyways, you probably would get better help with a new topic. There are a lot of users that have the time to check what the issue with your capx could be. Or they could give their own solution with more support than I can currently give. I only offer solutions off the top of my head lately. All I can guess is if it’s working for one object and not the others is the other objects aren’t using the same code or you’re overlooking some picking aspect or something.

    Very well, and thanks for the help. The suggestion seems to have me on the right track for the second issue!

  • Good day,

    This post was initially meant for the Q3D thread but it's too old to reply to plus I planned on asking this question within this thread, as well. So please assume that it is meant for both as it would be helpful if someone did know the answer to the Q3D question and/or this Plug in.

    I wanted to ask if there is a way to reference a specific vertex of a 3d object, be it imported or created via Q3D itself if that is being used instead of Rojo3d , for it's 2d coordinates. An example being:

    Steps:

    1. A custom .obj 3d object, or a native Q3D object, is created.

    2. A text and sprite object is created.

    3. Every tick the text and sprite object is directed to:

    3a. Set their positions to a specific vertex's, within the 3d object model itself and not it's overall bounding box, X and Y position.

    3b. Set the text to the vertex's X and Y, and optionally Z coordinates.

    4. Every tick the 3d object is set to rotate diagonally.

    The result would be a text and sprite object following a specific vertex that will overlay it's 2d position. The user would therefor be able to see where that vertex was even if it was not visible at it's current rotation and have access to that vertex's coordinates for other uses. If Q3D or Rojo3d can't do this is there another plug in that does allow access to a model's vertex information?

    Also, for Q3D, I do not suppose that the manual has been updated to show how the ray caster and/or bone plug ins work yet, yes? Is there any documentation I can read up on the 3D package it was based on to potentially reverse engineer what I need?

    Thank you.

    R0J0hound

    Also, please forgive this very off topic question but there is this very old thread you participated in that might have an answer to a question that I have: construct.net/en/forum/construct-2/how-do-i-18/solvedtilted-ellipse-orbiting-57855

    I wish to rotate an object on a tilted elliptical path via a slider within a sprite object. I have everything set up so that the object rotates as needed but the issue arises when I actually rotate the base object itself. The object will still rotate at the same dimensions before rotation. I confess, I have neglected my math for some time and I am now paying for it. I have a .capx file attached below for reference.

    drive.google.com/file/d/1QiEiOIUl6y6Ic_n2M2jl0ru7nEZ12lws/view

    As you can see, base objects "0" and "1" are working as intended but "2" and "3" are at an angle and are rotating at the original angle instead of with the current one. You are able to manually drag and rotate the base objects for trouble shooting.

    Also, do you still have the .capx file that was posted within the older thread for later study by chance?

    Thank you.

  • For who is looking for the example files or manual, i took the liberty to upload them to my google drive they should be available as long as google drive doesn't close their services in the future.

    Download Examples + Manual

    Examples

    Manual

    In case you forgot how to download Q3D if you purchased it, here is the link

    That being said, it still remains useful for C2 projects.

    My last test shows compatibility with latest Construct2 Stable Version for desktop and browser - i didn't yet tested on mobile platforms.

    (don't forget if you are using it in your project, don't minimize/scramble your script it will stop working)

    Bless you! I am very disappointed that they did not finish the manual at least for this plugin. I was really hoping to be able to reference vertex, edges, and polys on imported models and have better access behaviors over time but I assume I'll have to wait for another plugin or just plain do it myself via a array as I am now.

  • Will the C2 forums be phased out over time, as well? I think it might not be since there is a still a CC forum but just want to make sure. Or if not, be "downsized" such as sections being removed/locked?

  • After around 6 years on Steam, as part of our wider plans to phase out Construct 2, we will be removing Construct 2 from sale on Steam on January 31st 2019.

    Existing customers will be unaffected. We will continue to support existing C2 users on Steam, and maintain the software with updates, on equal terms to the standalone version as we have done over the past 6 years, until C2 is fully retired. This only removes the option for new customers to purchase from Steam.

    Construct 2 will continue to be available on the Scirra Store for the time being. This announcement only affects the Steam version of Construct 2. At this time we do not have any further news about when C2 will be retired. However customers should note that Construct 2 was first released around 8 years ago in 2011, and will be retired in future, so we recommend that any new customers purchase Construct 3.

    I have the personal version via Steam, am I still obliged to upgrade to the professional version if I hit the earning limit of $5,000?

    And what chrisinfinger said, I am not a fan of renting software either.

  • > "...Will we see new stuff from you again e.g. plugins or demos?"

    >

    > If this would happen, i would by 5x more Q3D-plugins ! :-) (especially if the update would include any ThreeJS connection)

    No, the Construct 2 SDK is too limited to really do any more with the plugins.

    FlyingRam

    There is no completed manual.

    How disappointing to hear. But thanks anyhow.

  • > No, the Construct 2 SDK is too limited to really do any more with the plugins.

    Hehe, that's really too bad QuaziGNRLnose. I had such a fun time tinkering with your plugin. It would have been very cool to see this get updated with better support for animations, shaders and just general things already supported for three.js. We spoke a while ago about the C2 limitations however, so I fully understand the decision of not continuing to work on this..

    Here are some of my experiments!

    https://twitter.com/drestuff/status/909050846188580864

    https://twitter.com/drestuff/status/816313052824010752

    Well done! I'm mostly using Q3D to make interactive presentations for clients. C2 makes my life incredibility easy.

    https://twitter.com/drestuff/status/1081264346620149762

  • Hi.

    Morph animation example.CAPX :D

    https://we.tl/t-qJDl9eJI5w

    Hmm, I'm getting an error that file is either damaged or an unknown format.

  • > Does anyone have the example files? I really want to make use of the morph and bone tools.

    FlyingRam

    I dug through some old files and found the examples (at least I think these were the ones in the dead link)

    https://www.dropbox.com/s/ll4b95phh26x49r/Q3D_V_2_2_Examples.zip?dl=0

    I also found some other examples I never really released because they're messy, but they might be helpful:

    https://www.dropbox.com/s/dstcr2qigt3agrv/Various_Unofficial_Examples.zip?dl=0

    skinnedtest.capx should have events that use keyboard strokes to load/manipulate/animate bone based models in the three.js exporter format for Three.js version 71. You should be able to find the blender plugin somewhere if you wanna use the format.

    Hope this helps.

    Bless you both! This is a great plugin suite but it has quite the learning curve especially with all the esoteric workflows I have to learn. Reverse engineering it is such a pain without examples, yes?

    There wouldn't happen to be an update manual anywhere? The current one is incomplete and I've relying on trial and error plus digging through the files with notepad++.

    Thanks again!

  • Hi.

    Morph animation example.CAPX :D

    https://we.tl/t-qJDl9eJI5w

    Thank you!

  • Does anyone have the example files? I really want to make use of the morph and bone tools.

  • FlyingRam

    Development has ceased.

    Forgive my late reply, but when can we expect the example files to be restored. Also, will you ever finish the manual for the current build? The one that is up is sorely incomplete.

  • Just checking in, is this plugin-in truly abandoned and should we consider it abandon ware if it is so?

  • Would anyone still happen to have all of the example capxs on hand? All the current links are dead.

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  • > Oh dear, has this been abandoned? For what it has it it very impressive and although I can figure it all out on my own I'd rather not since I paid money for it.

    >

    He isn’t developing it anymore, but the Q3D manual should still be available. I am hoping someone does a threejs or babylonjs implementation for the new C3 runtime.

    Indeed it is, but it is not complete and the examples no longer are available.