Mikal's Forum Posts

  • I do have a _partial_ fix to the rotation. I can rotate your skysphere now, however, if you have a model with both armature (skinned node) and not, they don't rotate correctly together. I could release it, but again it's just a partial fix.

    What do you mean by 'export the wrong file'? So, I can watch out for that and try to ignore it, instead of crashing.

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  • By bounding box, I mean the area by which we can drug the 3D object in the editor.

    Ah, yes. That may also be related to getting C3 API support for Common Z Elevation ACEs (BB in the editor, automatically adjusted for Z Elevation like 3D Shape does for the back face.)

  • Yes, sorry I will correct the documentation. There was a version of the runtime from the Spine API team which broke worker mode. There is a new version that _may_ have fixed the issue. I will try updating with that next week. Meanwhile, I will update the document to remove that 'feature' comment. Thanks for trying it out.

  • Thanks for the feedback and info, some comments:

    - Z Elevation, can't go up top, those are C3 reserved properties. I have asked that C3 plug-in SDK expose 'common Z-Elevation' ACEs', but Ashley has not done it yet (please vote it up, so perhaps he will):

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-32

    - Bounding box/collision. This is dependent on the C3 collision system. Currently, the C3 system only supports 2D collision, so it does not take Z elevation into consideration. Instead, in other C3 examples, people usually create associated 3d objects with collision filtering or a full 3d collision system (see Construct Community Discord and Twitter for examples.) Perhaps one day C3 will add more 3d collision support (or develop your own or use 3rd party.)

    - The sphere rotation, is probably related to how I am doing rotation for certain meshes/nodes differently. I have seen this in other static models and other multiple mesh models and I'm looking into it.

  • Great example, lots of fun! The main character is a 3DObject and the rest are 3DShapes?

    Release 2.4.2: Update for no animation error

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/302417/fix-no-animations-error

  • I have multiple instances working better (no bugs seen yet, but once I release please let me know if other issues are seen.) See release 2.4.1.

    Can you please share the gltf model file that is causing the above error (my suspicion is that it is a model without animation and I'm missing a case checking for that.)

  • One issue I know of is that the plug-in really only supports one instance of an object, I have it on my to-do list to fix this and support multiple instances. (I know it's a wall of text, but this issue is mentioned on the itch page.)

  • Yes, they broke that in an update of the Spine runtime. I think I saw they might have fixed it later, I will take a look, thanks for the reminder.

  • Update 2.4.0:

    fix (editor): refresh render after rotation angle changed

    feat (animation): add animation is finished / on finished ACEs

    feat (animation): add CurrentAnimation expression

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/301467/add-animation-aces-condition-expression

  • Re: 263 - yes this plug-in requires some C3 SDK features that came in later versions of Construct.

  • Thanks Ashley, better idea!

  • Ashley Is there currently a way to mark a plug-in as 3D capable, similar to 3D Shape? For example with plugin info?

    For the 3D Object plug-in, I would like the layer '3D' features to be enabled when it is added to the project. My current workaround is to add a 3D Shape to the project/layer before I add the 3D Object plug-in.

    Thanks for all the great work with the new 3D features!

  • New release of 3D Object with major changes. It now supports GLTF models with animation thanks to R0J0hound's code that parses gltf and does animation.

    I added some animation ACEs and ZElevation ACEs, expressions and control for ZScale ACEs.

    It does not yet render in Editor (as I did for obj files) but I will be working on that. It now renders in editor.

    You can try it here, it is still under development:

    kindeyegames.itch.io/c3-3dobject-alpha

    Also if Scirra is interested in integrating this into C3 directly, please feel free to contact me, I would be happy to share it (I know they may not because dealing with 3D models, formats, performance, etc. is a bit complicated in terms of user expectations for simple integration in C3 or they may be planning something else already.)

    Example with 3D object, 3D shape, 3D camera.

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  • See the latest update which includes some of this.

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/298473/add-zelevation-expression-set-zscale

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  • Interesting. Ok well if it becomes more important for your project, come find me on the Construct Community Discord and we can figure it out.