This plugin loads a 3D Model into Construct 3, similar to the new built-in 3DShape plugin, but the 3D object can be a more complicated 3D model, loaded from a 3D model file format and texture. It also supports 3D animations.
It only supports gltf embedded and glb formats (preferably with an embedded texture in the file, a separate texture png file can also be supported.)
For more detailed notes, see: kindeyegames.itch.io/c3-3dobject-alpha
For devlogs which introduce features see: kindeyegames.itch.io/c3-3dobject-alpha/devlog
For more related examples and addons see: kindeyegames.itch.io/c3-3dobject-alpha
Please leave feedback or tag @kindeyegames on X or Mikal in the Construct Community Discord.
3D Model file requirements:
It's highly recommended to set 3DObject projects to 'regular' z-axis settings.
It's highly recommended to set 3DObject projects to 'regular' z-axis settings.
Must be gltf/glb embedded format and embedded texture (png, jpg formats are ok)
The texture can be embedded in the gltf/glb or supplied as an image in the c3 editor, but the gltf/glb file must have a material referring to a texture if it's not using a solid color.
Do not include other non diffuse textures (e.g. normal map, bump map, etc.) in the gltf/glb embedded files if possible, they are not used, but would still take up memory.
It's highly recommended to set 3DObject projects to 'regular' z-axis settings.
Be aware of the 0,0,0 origin relative to the model center (affects rotation center and position.) This can be changed as needed with the Set local center ACE.
Be aware of the relative scale of the model in model units. This can be scaled up/down with the Set scale ACE or property and xScale, yScale, zScale (note that these are divisors, to match C3 zScale property.)
3D models are available on CGTrader and Turbosquid, but you may need to find the ones that have gltf and texture support. If there are multiple textures, usually look for the ones labeled diffuse or albedo. These will be the base color textures (e.g. not normal maps, bump maps, etc.) You can only use models that have one diffuse/albedo texture or multiple textures. (If you have expertise with blender you can load a model with multiple textures and then bake them to a single texture and export texture in the gltf embedded/glb file.)
If a model you use is not available in gltf file format, try loading the model into blender and exporting with the gltf embedded or glb file format.
Merge multiple animations into a single file gltf/glb file.
If you are importing fbx to blender consider using plug-in to improve fbx import to blender: blendermarket.com/products/better-fbx-importer--exporter