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.
Thats the thing though - without being able to have objects from q3d collide with objects from c2- you are quite limited as the two engines cant communicate fully. The q3d sprite has no collisions. Sounds like a basic thing that anyone can do by editing your java files- but i dot have the knowledge of your api or java experience.
I wanted to use 3d graphics for my 2d rhytm game, and this pretty much killed it. You cant even get the 2d coordinate of a 3d object