QuaziGNRLnose's Recent Forum Activity

  • railslave

    adjust the camera far clipping plane. (note that you'll get a lower quality Zbuffer though)

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  • Animations are pretty straightforward with events, just no good examples uploaded. I can't really improve them! I'll have to look into the alpha shadow stuff, It's a three.js issue though with how alpha test is implemented if i recall.

  • I'm going to be working on the plugin soon so if anyone has bugs to report that'd be great!

  • railslave

    there are expressions to get the normalized world space components of the "local" directions (i.e. the components of the rotated xyz frame defined by the axis helper) for exactly this kind of thing. you can also just use the "translate (local space)" action.

  • Yea, the three.js exporters are pretty bad with regards to animations, but they're all thats available at the moment. If i knew how to write one I would, but writing exporters isn't something i'm familiar with sadly.

    The community developing three.js have been making some big changes to how animation works with the API, so hopefully a better exporter will come along eventually. Three.js has moved along from when I last updated Q3D (development on three.js kind of stagnated at V-71 which Q3D currently uses) so hopefully when I get some free time I can update the plugin a little bit to fix some of the bugs which v-71 / chrome have.

    You should be able to just copy paste things like the quake guys, but obviously you need to be careful with the syntax.

  • you need to apply a skeletal animation behaviour to the model, and insert a Q3Dbone object. Make sure the Q3Dbone has a name which matches up to the name in the skeletal anim behaviour. From there running an animation through actions should be pretty straightforward.

  • tulamide

    for such a "clean" waveform I love how it gets those nice full sounding harmonics. You can hear gentle beating changes that make it so warm! It's impressive that the osc. alone achieved such a wide range of effects!

    Davio would probably be interested in the VST when it's done, so I'd love to have it!

  • aviata

    http://blog.romanliutikov.com/post/6046 ... in-threejs

    You'll need to look for three.js tutorials on how to export work and in blender. The Q3D changelog gives info on how to apply the bones/skeletal animation behavior.

    Skeletal animation is tricky to get good results with if you're just getting started with Q3D and/or three.js, it'd be a good idea to familiarize yourself with the workflow a bit first by playing around.

  • scoterr

    It's kind of tricky to work out the math, and Q3D doesn't have an expression to get the projection matrix. It'd probably look nice if you made a sprite/model text system in Q3D and use that instead, and you'd have the benefit of using the Zbuffer.

    If you know the camera attributes by setting them to known values, you can work out the projection matrix.

  • Well you can't build the function you're talking about out of sin/cos, because by definition both are even/odd functions with a special relationship to geometry, while your function would be asymmetrical and has no real physical significance. This kind of hints any attempt at building them from a sum/series of sin/cos harmonics (a Fourier series) would require A LOT of harmonics to approximate the shape, and to begin with you'd need a way to define your function.

    What I would suggest is to build a function with cubic splines. I don't really have time to work out the math but it's not difficult.

    Basically set it up so that you define the points (-1,0),(m,0),(1,0) which are the "left","center","right" of the wave (all the points where it crosses the X axis). m is a parameter you control to set where the "middle" will be where m is somewhere in the interval (-1,1), with m=0 giving something akin to a sine wave, and any values different than 0 shifting the point left or right. Then you set up your function S(x) as a piece-wise function

    S(x):

    if(x<m) S0(x)=a0+b0(x)+c0(x)^2+d0(x)^3

    if(x>=m) S1(x)=a1+b1(x-m)+c1(x-m)^2+d1(x-m)^3

    then you'd need to solve for all 8 parameters a0,a1,b0,b1,c0,c1,d0,d1

    you'd do this by adding constraints onto S(x), like the following to get 8 equations in 8 unknowns (note the ' and '' indicate 1st and 2nd derivatives)

    S(-1)=0

    S(m)=0

    S(1)=0

    S0(m)=S1(m)

    S0'(m)=S1'(m)

    S0''(m)=S1''(m)

    with additional constraints to ensure the function is smooth when it's periodic

    S0'(-1)=S1'(1)

    S0''(-1)=S1''(1)

    you could also just set S0'(-1)=S1'(1)=K instead of the condition i wrote last, allowing you to explicitly set the slope to K at the endpoints.

    OR

    maybe if you want to mimic sine waves you could set S0'(m)=S1'(m)=-S0'(-1), but this could be weird. Generally playing with the periodic constraints will help you control things nicely.

    Note that you need to give the function x values in the range [-1,1], or else you'll get weird output since this is basically just cubic polynomials that are infinitely increasing or decreasing past a range. So if you want to pass in a value that behaves periodically you have to remap it periodically to the [-1,1] range, similar to how an angle like 720 deg.=360 deg.=0 deg. That part should be easy to figure out.

    Obviously you'll need to work out all the math to efficiently set all the 8 parameters for the function based on any given m.

    This is the best idea I have to offer, I've never seen any function like the one you want, and this one wont perfectly reconstruct a sine wave for m=0, but it'll be something close and fast to evaluate, as-well as offers the capability to control the derivatives with additional parameters.

    To be honest i have no idea what it'll sound like so if you work it out i'd be interested to hear I assume it'll just start to exemplify strange harmonics as you shift the center, since this is what it'll be doing to the Fourier series

  • gorgonzola3000

    I haven't seen too much about 3DS exporters (three.js is open source so obviously the community favors blender heavily) however i know there is an official exporter for 3DS. Im not sure what features it supports though.

    In general I think people export to a format blender can read from 3DS, then import to blender -> export from blender to a three.js format. Maybe this has changed, i haven't been too active in three.js dev community recently.

  • Prominent

    The Global thing is probably a bug. Any reason in particular you need Q3D master to be global?

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QuaziGNRLnose

Member since 2 Aug, 2008

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