Ralph's Recent Forum Activity

  • > Ralph

    >

    > That'd be more of the job of an exporter / third party tool than Q3D, It's got support for multiple animations but if your workflow means you set things up like that on the timeline in your modeling software you should know Q3D expects the animations in JSON to be separated according to the standards of the file format.

    >

    > You could probably make a tool in construct itself where you define names and ranges and it generates a new model file, but i'm not keen on supporting it in the plugin as parsing out the animations like that is something that i feel should be handled by the user since they're responsible for the models, and it'd be rather cumbersome to set up in events anyway.

    >

    I am working on exporter for 3ds max ,, but still with no success,, ,,, -- > need to study maxscript little bit more.

    I did file with two skeletal animations,, "action" and "kick"

    when i try to play animation "action" it show only model but not animated ,, if i play "kick" it plays animation

    I don't know if I am doing something wrong or there is some trick to get it working in C2 or have bad formatting in file. if I ll try with three animations, , it always plays only last

    Could U please provide .js model with multiple animations to do exporter well? {if u have one } ?

    thx

  • Ralph

    That'd be more of the job of an exporter / third party tool than Q3D, It's got support for multiple animations but if your workflow means you set things up like that on the timeline in your modeling software you should know Q3D expects the animations in JSON to be separated according to the standards of the file format.

    You could probably make a tool in construct itself where you define names and ranges and it generates a new model file, but i'm not keen on supporting it in the plugin as parsing out the animations like that is something that i feel should be handled by the user since they're responsible for the models, and it'd be rather cumbersome to set up in events anyway.

    I am working on exporter for 3ds max ,, but still with no success,, ,,, -- > need to study maxscript little bit more.

  • Skeletal Animation Works Great ! Use Exporter for 3DS MAX.!.. from this page http://threejs.org/.. click download button on this page,, there is exporter in zip file..

    Good JOB !,,,,

    ..

    .

    but, there would be great to have feature to define Animations from frames,,,, "if i have one big animation for example 1000 frames,,, and it contains a lot of animations for example:,,, 0-20 iddle ,, 21-50 walk,,, 51-100 swim,, 101 - 150 axe kick head <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Ralph

    Can you send me the .capx, that's a strange issue that i haven't run into, and i've created lots of objects, otherwise i can't help.

    So,, it wasnt that problem sorry,, i found its it is happening when u are creating object with CAPSULE physics body,, ,,, if i set it to collider shape,, it works

    i've tried it many times with box, sphere, cylinder, use collider shape,,,,, but finaly CAPSULE is wrong

    try simply : ON right mouse button : system/create object at ray x,y on ground with CAPSULE set,and create create click click that button to create many objects,, this should be bug

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  • Ralph

    Can you send me the .capx, that's a strange issue that i haven't run into, and i've created lots of objects, otherwise i can't help.

    I've solved this,,, ,,, fail i did was,,,,, that i had after create object ACTION ,,---->

    -----> q3dmorphcontroller: play morph animation "default" from current possition

    after disabling this,,, it works perfect....... so i have to use

    OnCreated -----> q3dmorphcontroller: play morph animation "default" from current possition

    Great Great Plugin,,, hat off !

  • if I ll try to create many objects with your physics behavior by Right mouse button clicking ,,, it says ....

    Javascript error!

    Uncaught TypeError : Cannot read property 'pair' of undefined

    http:// localhost:5000/Oimo.js, line 11059(col 22)

    maybe bug ?

  • i ve just bought your plugin,, very nice idea,,,, but i think 3d physics is very needed here

    can i have a question about date of next release & how can i export 3d model with animations from external program ?

    thx

  • I 've updated my game,, with some big optimisations,,,,

    My game is using proceduraly IK animated character. {NO animations ! }

  • ..

  • great work !!! ,, that plugin,,,, helped me a lot

    thank you !

    also I am gonna help u to fix one thing to get v0.6

    just change in

    document.pointerLockElement

    ----- > document.pointerLockElement =

    document["pointerLockElement"] ||

    document["mozPointerLockElement"] ||

    document["webkitPointerLockElement"];

    ..... now it will be working for chrome to detect if pointer is unlocked or not

    try it at my forum,,,,,

    its multiplayer game i am working on

  • A lot of new updates

    Reworked Damage System

    Added DamageAccuracy ,, means, u will do less damage if u are moving or U are more far from enemy target

    Play At http://gunstyle.tk ...................

  • cool & funny game,, good luck !

    i like your crazy graphics

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Ralph

Member since 14 Oct, 2013

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