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.