Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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  • purplemonkey

    hmm, I don't think they're in radians, but i honestly can't remember. It's fixed in my current version but I dunno about V2.4, the rotation order may be strange though.


    You need to make sure the layers are transparent for "behind" to work.

  • QuaziGNRLnose no problem, converted it online! thanks for the manual.

  • > Hi All.


    > This may well be described in one of the 151 pages in this thread, and if it is, my apologies...


    > I'm just getting started with this plugin and am trying to do something seemingly simple -- I'm trying to place a 2D image (.png) onto a 3Dplane. I've created an exported .obj file from Blender that uses a .png a file as texture for a Blender plane and everything can correctly in Blender. HOWEVER, when I try to load said .obj file into C2 (using the Position_and_Rotation_Actions demo this plugin comes with) I can't seem to get the Q3DModel to render -- the image's texture is not displayed. (I've set "Use Model" to Yes, and set "Model Materials" to Yes while also importing the OBJ file into the C2 Files folder)


    > Would someone be able to put a quick .CAPX together that accomplishes this? Perhaps this can even be done programmatically in C2? I'm not picky..


    > TD;DL: I have an 2D image I want to paste onto a 3D plane using this plugin


    > Cheers!


    > -Remy


    To actually Get a model in that is textured you don't need any code at all.

      You just need to import the model >> assign a texture to it via the animations panel Q3D Model object

      Double click your Q3D model object in the object viewer (so it brings the image viewer)

      Then go to file > open and find the texture you want to show on the model.

      The most important thing is that you name the default animation to "DiffuseMap" and then run your project and it should work fine.


    I can't post urls so put https:// at the front of the URL above for a CAPX




    Add https:// to above for preview

    Thanks for the awesome example nadakbar

  • QuaziGNRLnose - great to hear you'll be resuming development of Q3D - two quick questions as I'm about to start a new project with it:

    -are there any incompatibilities/issues between the latest version of Construct2 and Q3D 2.4?

    -if so, what is the version of C2 to use with 2.4?


  • Im not sure if theres any incompatibilities as i havent tested things extensively in new versions. I think the last known compatible version was like r-200, but it "should" work fine in new versions.

  • QuaziGNRLnose

    Wonderful. Thank you for the prompt reply.

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  • Prominent

    Hey, I was just wondering if you could send me an example capx of offsets being reapplied for a global object. I can't seem to reproduce the bug. Maybe I already fixed it a long time ago, but I can't remember. It's possible i'm just not doing things correctly to get the bug.

    I'm not really sure it's a good idea to mix global stuff with Q3D though, because it's already got to do a lot of hacky stuff with global states to properly interface objects inside of construct (the sdk doesn't like plugins communicating, so I have to use workarounds that probably have edge cases I haven't thought of). I'm uncertain of the stability and haven't extensively tested global stuff. If you are using it and run into bugs please try to report them with an example, i'll do my best to fix them!

  • Been waiting for the skeletal animation tutorial for a while now.

    The export option on the internet is outdated.

    I really started to hate this plugin... GAH!

  • I mean like who use morph animation nowadays? GAH!

  • you need to export using the blender exporter from (https://github.com/mrdoob/three.js/releases/tag/r71) this version of three.js. I don't know what "export option on the internet" you're talking about.

    There's a few example models you can test out animation on (marine_anims.js) in that zip file. Just add a Q3D Model, load a model with skeletal animations, apply the skeletal animation behaviour, and add a Q3D Bone object to the layout. YOU need to add a Q3D bone object or it wont work. Skeletal animation is complicated and slow in javascript because of the cpu load involved, so morph animation is preferred if you actually want your game to run fast or if you want lots of animated elements.

  • QuaziGNRLnose , here's an example: http://1drv.ms/1msjDAu

    Make sure to run from layout 1.

  • Prominent

    Okay, I think I fixed it (hopefully without breaking anything else)

    Thanks for the example!

  • QuaziGNRLnose , Good to know!

    I'm having some other issue with the On Model Created event; example here (run from layout 1): http://1drv.ms/1UZDC56

    When new models get created, it doesn't seem to fire the on created event. Am I doing something wrong?

    Also, in a different project I'm working on, the on model created returns an error: assertion failure: unable to find instance by IID.

    stack trace:


    at Error (native)

    at assert2 (http://localhost:50000/preview_prelude.js:16:10)

    at cr.type_getInstanceByIID [as getInstanceByIID] (http://localhost:50000/commonace.js:1198:3)

    at cr.type_applySolToContainer [as applySolToContainer] (http://localhost:50000/commonace.js:1338:28)

    at Runtime.executeSingleTrigger (http://localhost:50000/preview.js:4800:26)

    at Runtime.triggerOnSheetForTypeName (http://localhost:50000/preview.js:4762:16)

    at Runtime.triggerOnSheet (http://localhost:50000/preview.js:4694:13)

    at Runtime.trigger (http://localhost:50000/preview.js:4665:13)

    at Object.THREE.TSH.ModelFit (http://localhost:50000/Q3Dobj_plugin.js:932:17)

    at instanceProto.setupModel (http://localhost:50000/Q3Dobj_plugin.js:953:14)

    I did some experimenting and it seems to happen when the model is part of a container and it has to create the other object. Here is an example capx showing the error. It's basically the same capx as before but the model is part of a container: http://1drv.ms/1QH6tMl

    Hope you can fix these issues!

  • Hey, I'm wondering if there's going to be a more extensive collision support in the future of Q3D?

    I would like to see the ability of assigning collision meshes to Q3D models and their Oimo behaviors. Would that be possible?

    Also, some quick bug reports off the top of my head:

    * The expression in "Q3D Master: set background color" flips the R and the B values. So if you assign the RGB value to be rgb(255,0,0), the result will be pure blue.

    * The shadow cam in spot lights and directional lights seems to "cast shadows on itself", seemingly based on distance and pitch to each object it casts the map on. I wasn't sure what was actually causing it - and even after experimenting with every shadow map value available at run-time, it's still quite apparent.

    Thanks and keep up the good work!

  • * The expression in "Q3D Master: set background color" flips the R and the B values. So if you assign the RGB value to be rgb(255,0,0), the result will be pure blue.

    Heh, I noticed this too.. I must admit it took a few bewildered head scratches before I realized it!

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