terransage's Forum Posts

  • , I've been having some success with morph animations in Q3D after not knowing how to do it at all, and I'm working on a mini-tutorial for your post, “Q3D Tips and Tricks.” I also figured out how to export the animations embedded in the .json file, so I don't need two files. And also, I figured out how to rename each separate animation without having to do everything by hand, frame by frame. And I'm also going to put that in the tutorial. I was surprised to find that the separate animations tween or transition nicely, and they seem to work better than rigged animations in Q3D. But—my method still requires that you create a rigged animation first. I don't have time right now to give all the details on how to do it (I'm not at home), but here's the basic idea:

    You take a rigged and animated model and capture each of its poses using the armature modifier. I do that by creating multiple duplicates (shift+D) of the original, one for each pose, capturing each pose and deleting the bones from each. I do this also with the first pose. I will then use the shape keys to create a “basis” pose for each model, select that model, then also select the first-pose model, and use the Specials menu to select “Join as Shape,” which transfers the basis shape key from the posed model to the first-pose model. Once I have all of the poses “captured” as shape keys in the first-pose model, I delete all of the other models so that only the first-pose model remains. Then it's a matter of using the Shape Key Editor in the action editor to place all of the shape key poses in the timeline and record them.

    I put all of my animation cycles in a single timeline, since it will all end up in a single timeline in the .json file anyway. (Edit: I misspoke here: I actually created all of the animations separately, then copied and pasted the animation portion of each .json script into the Q3D model's final .json file. Putting them all into a single timeline in the original model was wishful thinking; I haven't tried it yet, but I'm planning to soon.)

    I wish I had more time to give all the details, but I'll have that mini-tutorial up soon. There are a lot of tricks that I had to figure out before it would work.

    When exporting the model, I turn the skeletal animation off (no “pose” or “rest”), and click “Morph Animation” and “Embed Animation.” I can't remember all of the details of how I set up the export without my Blender in front of me, but I'll include that in the tut.

    Finally, to rename all of the “animation_” frames in the .json file, I made note of where each separate animation cycle begins and ends (by frame number). In the .json file, in Notepad, I used Edit>Replace to search for “animation_0000” and then the following digit (like 2, 3, etc.), typed in the name I wanted to replace it with—like “walk”-- and clicked “replace all.” I didn't explain that very well here, because I'm out of time, but I will also include that in the tut.

    I'm not sure if I answered your question for the time being, but I'll have more detail later.

  • QuaziGNRLnose

    Thanks for a great plugin! It took me a while to figure out some of the basics (and relearn how to use Blender), but now I can go to bed happy after staying up way too late. Seeing my first 3D model fully textured and animated really made my day, which is kind of funny, since I've had years of experience with Unity3D (and still use it). I look forward to the coming updates. Thanks again!

  • Thanks, granpa! Yes, I look forward to future updates, even though I've only scratched the surface with C2 so far.

  • I wasn't sure if this is a good place to post this, but i just wanted to express my joy about using Construct 2. I came here from a few other tools, some of which I still love to use (Unity and Blender), and so far C2 has blown me away, especially when I saw that it's possible to do SaveGames without doing any complex coding (or any coding at all). So far everything I've wanted to do with my current game has proved to be possible here--even the most complicated gameplay mechanics. There are many more features in this game engine than I originally thought. I can't wait to sink my teeth into Multiplayer gaming, which I've never done before. Tears of joy are streaming down my face (I'm a very emotional guy....). (Geez, I had too much coffee.)

    I'm also very impressed by the Construct community, how friendly and helpful everyone is. I've been to a few forums where everyone is insulting each other, or people are complaining a lot, while here I look forward to visiting the forum even if I don't have any questions.

  • Thanks, shinkan! For some reason I couldn't see that information in the tutorials or manual, but I probably overlooked it. I suspected it probably wasn't a bug, but I wanted to be sure. Thanks again.

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  • Problem Description

    ____I've been trying to add local variables by right-clicking events, variables and blank spaces in the event sheet, but I'm only given the choice of "Add global variable." This happens in my current project, and in any new, blank project I set up. My current project is too large to upload, so I'm uploading a new project that has only one sprite in it. ____

    Attach a Capx

    ____Yes. ____

    Description of Capx

    ____ The uploaded Capx doesn't really do anything except make the sprite transparent if visible. ____

    Steps to Reproduce Bug

    • Step 1: In Event Sheet, right-click any Event, variable, or blank space.
    • Step 2: In the list of choices, hover over "Add."
    • Step 3: Only "Add global variable" shows up, along with other non-variable-related choices.

    Observed Result

    ____ Only "Add global variable" shows up as a choice. ____

    Expected Result

    ____ I expected to have the choice of "Add local variable." ____

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    ____ Windows 8.1, HP Pavilion 500-314 (Couldn't find any info about service pack.) ____

    Construct 2 Version ID

    ____Release 195 (64 bit) ____

  • Hello! My name is Ken, and I live in New Mexico. I've been fiddling around with game creation since 2005. Blender, Unity, Hippo Animator, Torque (failed utterly at that) and now Construct 2, which I'm very excited about and pretty impressed with! For the last 7 years I've been working on several versions of a particular idea I've had, honing the idea as each project has imploded because of my screw-ups, bad decisions and over-inflated ego. (My shrink says it's therapeutic to publicly admit to my shortcomings.) Construct 2 looks like it has everything I need to make my new version of the game work.....

    Edit: I look surprisingly very much like my avatar. I, too, am a cyclops!