QuaziGNRLnose's Recent Forum Activity

  • Physics is very complicated/slow. To get good performance Q3D only supports spheres/boxes/cylinders. What you can do to get more complex shapes is combine multiple colliders by using overlapping physics objects. Q3D physics also supports compound shapes on a single object but it is advanced and technical to use, and must be set up in the event sheet. The capsule is an example of this. Try playing with the shape actions in the physics behaviour. I wish it were as simple as using the geometry as a collider but no games/engines do this and the performance would be horrible.

    If you want the objects to stay constrained to the table you could try putting a frictionless immovable invisible box above the table that prevents this. Try playing with friction and elasticity and the various settings too. Mixing the behaviours is a terrible way to fix the problem, as they will interfere with each other and be very glitchy.

  • Play with those settings and you can adjust the texture wrapping mode to have a variety of edge/texture repeat settings. your questions are too unclear for me to really help you.

    "what is??!!" doesn't give me any information about what you want to know.

  • I have no idea what you mean. Use "apply force in direction". "angles" make little sense in 3D, you provide a 3D direction vector instead.

  • Hasuak

    I have no plans for a demo version.

    You can achieve flat shading like in that picture, but the ambient occlusion isn't something that can be easily achieved (i'm not sure what you're asking, if flat shading is possible, or if AO is possible). You could get a look close to that though with shadows and lighting and perhaps fog.

    Some 3D is visible in the editor, but it's limited since C2 doesn't allow plugin developers do to things that modify the editor. Right now you can mock up scenes with boxes from a top/side view, there is no "movable" camera even though i'd like to add one. The default camera setup matches the view in the editor. hopefully C3 will allow me to do more. In practice it's not a big chore to set things up even with the limited editor view.

    The light mapping isn't done in C2 (again editor limitations prevent me from adding this kind of thing, and hopefully it'll be possible with C3), it'd be up to your tool, but theres support for secondary UV's for a lightmap texture if you want to apply a lightmap to objects made in your 3D software independent of the diffuse map.

  • I exported from Modo to Blender with a fbx file, then set up Blender with an addon to export to json.

    When I try to run the project, I am getting this error:

    I also do not see any animation data in the json file when I open it with wordpad as was suggested on the previous page of this thread.

    Something is not exporting properly i guess. someone explained a bit about the necessary set up here : (https://github.com/mrdoob/three.js/issues/6554)

    Also read the error, and take it's suggestion. You need to add the behavior to the object and add a Q3D bone for a skeletal animation to work.

  • QuaziGNRLnose

    But, what if this object - geometry figure?

    Ive explained this a few times so check back if u want more detail:

    You can load named geometry created with q3d master onto q3d models by writing "mygeometry.geom" as a model filename like you would for .obj/.json. This allows Q3D models to recognize theyre going to use a created geometry instead of download a model. So lets say you create a torus, name it "MyTorus", then with Q3D MODEL write "MyTorus.geom" where a model filename normally goes and it'll load the geometry.

  • How to make obj file work on this?

    Make sure when you export that you triangulate faces and export normals for .obj, otherwise the model may not be visible.

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  • You can't do anything like that with objects created with Q3D Master, and you shouldn't really be using those objects very much since Q3D Models are better optimized in all cases for memory management / recycling. The objects created with Q3D Master are a remnant of the original system and are going to be deprecated eventually.

  • Why not use the search the function to narrow down the actions?

  • Ban anyone who posts Korean characters on a new account ?

  • LittleStain

    Thats all we have set up sadly. You could try a prepaid credit card from a general store/pharmacy maybe?

  • Me and davio are brothers and work on things together, weve always been a team

    Those actions are deprecated, use the object "q3d light" instead.

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QuaziGNRLnose

Member since 2 Aug, 2008

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