QuaziGNRLnose's Recent Forum Activity

  • matriax

    Loading materials regardless of model filetype is done the same way: using specially named animations.

    You can find a list of the animation naming that is supported in the (incomplete) documentation : https://www.dropbox.com/s/vpn0mbh4m7lo9 ... .docx?dl=0

    .mtl files aren't really supported, and material info in .js files is poorly supported as well. This is because of poor standardization, there's no "useful" way to support them since material properties generally don't operate under some standard shader model across all platforms, so they're not very useful in Q3D / three.js.

  • Hi,

    has anyone figured out the following yet:

    Objects involved:

    Q3DModel applied 0.5 (or any) opacity, Q3DSprite is behind the model, desired render:

    Render outcome instead:

    Long story short, the sprite doesn't blend well with the model in front, actually it's more like destination over or something.

    Note that alphaTest = 0.5 works fine, but I need to blend both object types with this z-order correctly. Think of particle sprites spawned behind a glass wall, for example.

    Thanks & cheers!

    This is a standard problem with alpha in 3D rendering. you can get around it by playing with the depth settings (depthTest and depthWrite).

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  • QuaziGNRLnose

    Is there a simple demo on how to get a 3D character model (w/ walking animations) to work in a 2D environment?

    I couldn't find anything like this in the tutorials.

    So in a 2D environment the camera angle on the 3D character model would be locked to a diagonal view, the actual Player object will be a 2D invisible sprite that moves, and the 3D model will just position itself on top of this invisible sprite at all times - so 3D character model would be for appearance only.

    There's no tutorial, you'll have to create a Q3Dmodel, bones/animations etc. and position it in a location with a transparent Q3D master using "inside mode", then move a camera to the proper location to line up all the views. This is also limited in that you'll have to have all 3D elements on the same "layer" in the 2D environment. It'd be better to build the game using Q3D models/sprites etc and make Q3D handle the rendering, if you wanted more control and simpler set up. If it's too late to do this, you can only go for the "single 3D layer".

  • My issues is that apply physics force to Z axis. the movement grid is X and Z and Y is Height. i can Move on X Axis. i can use local positioning but then is ignores Collision boxes. Pic of what i tried

    Pic of The Game

    Not sure what you're asking to be honest. It's best to avoid using the normal construct behaviors with Q3D objects as they aren't meant to work together (how are the 2D behaviours supposed to understand the 3D colliders they've never seen before). I see you have 2D physics and 8 Directions on some object, you should remove both of these and use "Q3D Oimo Physics", then implement the control logic with events. This is the only way Q3D supports any kind of understanding of 3D forces.

  • My very first Q3D test scene

    https://www.scirra.com/arcade/other-games/q3d-the-baked-room-scene-13979

    QuaziGNRLnose dear sir, would there be any way of accessing a mesh from the 3D scene?

    It would be nice if I could simply reference the walls that are already in a scene (not necessarily from another individual model) to add box colliders. Like maybe...

    ...so the "Model Meshname", if not empty (nor misspelled) *and* exists in the scene, would get used. Would be nice not having to recreate/re-position separate box colliders (for the floor and walls). Maybe a new "Q3D MeshBinder" plugin perhaps?

    Speaking of colliders, "Collider Fit: Model" doesn't seem to work.

    The boxes and the first platform (left) are primitives made by Q3D, the second platform (right) is from Blender whose (Q3D Model) collider fit property is set to "Model". The collider debug shows the correct size, but the box still falls through.

    Here is the .capx file (with the blender file in the Files Folder).

    http://crxmedia.com:9180/test/ss/BoxColliderFitModelTest.capx

    EDIT: Changing the values here...

    ... to larger XYZ values would increase the BBox and solve the collision issue, at the cost of changing the size of the model and negating the intention for "Collider Fit: Model". Sadly this would mean that I have to key-in the dimensions for every wall (and endure the tedium of object placements).

    Here's hoping it's an easy fix.

    Collider Fit is independent of physics, it sets up the collider for the "collision" actions that you can visualize with collider debug on the objects properties. Oimo Physics bodies have their own independent collider, which can be viewed with the appropriate debug option in the oimo physics behaviour.

  • Something is wrong with your plugin installation then, or your browser perhaps, try updating your browser. It's weird that you're getting such an error. Maybe you have hardware acceleration disabled / are using the canvas renderer or something weird?

  • QuaziGNRLnose

    Thanks!

    And yeah, I understand. Thanks for the suggestion! Why didn't I come up with that one earlier! :V

    Just set X,Y,Z of the camera to the Q3D Point right?

    Any way to link the camera's angle and tilt to the Q3D point? Because it uses different values for tilting and turning the camera.

    (Edit: Never mind! Silly me, I could just use the look at function. )

    I like to use two points that are in a container with each other, one for the target location and one for the camera location. Then it's easy to control things.

  • Mattertainment, looks good! The reason there is no camera object is because the cameras have special privileges that are difficult to seamlessly integrate with construct in a way which will interact between plugins (like the viewport / q3dmaster etc.). If you're handling a lot of cameras, I'd suggest making some kind of dummy object using a Q3D point or Q3D model to control them.

  • blurymind

    The plugin doesn't really have much room to grow, and is considered finished. I may release an update in the future if I find the time to finish it, however my current build of 2.5 is less stable than 2.4 so i'm not going to upload it since the features it adds are minimal.

    the Babylon plugin looks interesting, however i'd recommend anyone considering it to just use BabylonJS itself instead of paying for a plugin which partially supports it and construct 2. http://babylonjs.com/ is a free game engine/API/library for HTML5 with tools. The babylon plugin seems to just import scenes and directly wrap actions to javascript functions. Q3D is designed to interface with Construct 2 as seamlessly as the plugin SDK allows. I don't really consider the competition as a reason for me to act since the proceeds from this plugin at this point are minimal.

  • THREE undefined error is usually from not having Q3DMaster in the layout. You NEED to have Q3DMaster as this initializes the plugins and libraries needed for all the other plugins to work, as well as the rendering context.

  • blurymind

    Collisions between C2 and Q3D dont make sense. They have different camera setups, and Q3Ds collision system is completely different than the one C2 uses., you can either use an invisible Q3D model for collisions, in a container, or use an invisible sprite for collisions with a Q3D object for display. If u need collisions on a Q3D sprite just add a Q3Dmodel in a container... Its actually NOT trivial to add collision support on Q3D sprites, and theyre not meant to be lightweight objects just for display, since you always can just tie them to a dummy Q3Dmodel if u need collisions.

    In anycase, i really dont see why you need 2D coordinates if youre making a 3D game, except for very specific UI overlays. Try to rethink what youre attempting, why do you need the 2D coords so bad instead of using Q3Dsprites.

  • blurymind

    I didn't write the three.js animation export/import, only the code which links it to Q3Ds various systems, and some modifications to the way skeletal animations are loaded. The exporter/importer code is open source and wasn't made by me, but I've done what I can, and have gotten it working with . A lot of animation features that you can use in blender wont export / are missing, and you'll need to figure out what does/doesn't work. Make sure you use the r69 exporter, from the source package in this link (https://github.com/mrdoob/three.js/releases/tag/r69). If you want a working example of animated models try/look at the files in examples/models/skinned, these load properly. the marine_anims.js file has a few animations. I was unaware of the underscore causing issues with morph anims, I'm not entirely sure why its messing things up but ill investigate.

    for the 2D/3D projection thing, there's no built-in method to get the view-space coordinates or projection matrix. Generally that's supposed to be what you use Q3D sprite for.

    If you know javascript/sdk you can modify Q3D easily enough to give you what you need, just look at the tick2 function for Q3D bone where the debug text is displayed and you can add some new expressions that use a similar process. I'll look into adding it for the final update i'll do, but no word on how long that'll be.

    Q3D isn't going to be undergoing any updates for a long time though, it's already grown way larger than I had intended it to when i made it 2+ years ago. There's a build I've yet to release that moves to a slightly newer version of three.js and fixes some bugs but that's incomplete, and after that there wont really be any more updates. It was never meant to be a full-blown game engine with all the features and UX of something like Unity, and frankly it can't become much better because of the edit-time SDK limitations of construct 2. Originally it was just meant as a simple way of getting 3D graphics to display with WebGL in a construct 2 project, and now it's got features like physics, collision checking, animation etc which I literally spent a whole year and a half researching/optimizing/refactoring. There isn't much more I can do to improve it which is worth my time, You shouldn't be using Q3D for a large scale 3D game where an engine like unity would be much better suited and have improved workflow, you should use it if you need some 3D touches to your C2 game, or want to make a simple 3D game like the tiny tank demo.

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QuaziGNRLnose

Member since 2 Aug, 2008

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