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

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  • pedroRocha

    As i said, it doesn't wait for them to load every time, you're getting confused. Check chrome://cache and you'll see the model files are kept there too. They're cached but the cache is only used while online (at least in chrome) to speed up the page load significantly. The reason for this i presume is so that it can check it's cache is up to date before using it (or else it could be using out of date files without knowing). This is why the first time you load the game it takes a long time, but after that the models load relatively quickly (theres still a short access/check time, but it's only a second or two). I'm talking specifically about "work offline" which is something chrome doesn't automatically do anyway unless you tell it or use a plugin.

    Also, the game starts if the textures/models haven't loaded yet because that's how you set up the project. Q3D supports async downloading of all the models flawlessly, but you can make a loading bar which shows the download progress relatively easily with like 3 events.

    There are a few ways you can make a loading bar:

    on a different layout with Q3D Master, or on the main layout, whatever you want (this depends where you want the bar to show, and when) Run the actions that starts downloading all the necessary models

    -> Q3D Master actions: "--> load model" this action downloads the specified model and parses it, then saves it to memory for the rest of the project duration.

    you can call this action multiple times for different files one after another, and it makes a stack, loading the first file first, second second, etc. until it's done.

    you can get the progress of the download from Q3D Master expressions in the "Loading" section:

    the 4 values you can currently get for the loading process are:

    loaded items: the number of items that have been loaded so far.

    loaded filename: the filename of the file currently being downloaded.

    load status: the state of the load.

    load total: the total number of items that have been loaded into the project so far.

    Note that when Q3D Models automatically download files they're added to this queue as if the "load model" action was called from Q3D Master, it just conveniently does everything for the user if "autoload : yes" is specified, which is the default. You can also have a loading bar that shows even if you never use the Q3D Master load actions (i.e. it can just work using the models auto-load feature themselves if you dont feel like making a layout to call load model on all the project files a bunch of times)

  • Ooooh I think I get it now. I didn't know about all those options. I'll be sure to be using that in the future.

    Thank you for your time explaining all this.

  • 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

    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.

  • is there any way we could have a "Compare By(x,y,z)" action similar to the 2d system? at the moment to compare two coordinates of objects you must update an instance or global variable regularly to contain coordinates when you need them

    maybe this already exists? either way AWESOME AWESOME on the update!!!

  • emartransformo

    use foreach +system compare + one of the following expressions for .x / .y / .z / .xw / .yw / .zw

    it's the same thing

  • QuaziGNRLnose, I have a game with multiple layouts and in couple of layouts I need Q3DMaster. So as per your advise, I made Q3DMaster invisble in layouts (at the start of layout action) that I don't want it show. However during the game - after I visit the layouts containing the Q3DMaster and then visit the layouts where I made it invisible, all the loaded objects and the Q3DMaster is still showing through in those layouts where I dont want it to be shown...Please help as to how I should be taking care of this.

  • 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.

  • QuaziGNRLnose, I have a game with multiple layouts and in couple of layouts I need Q3DMaster. So as per your advise, I made Q3DMaster invisble in layouts (at the start of layout action) that I don't want it show. However during the game - after I visit the layouts containing the Q3DMaster and then visit the layouts where I made it invisible, all the loaded objects and the Q3DMaster is still showing through in those layouts where I dont want it to be shown...Please help as to how I should be taking care of this.

    Is it global? If so u need to delete it from the other layouts and only have one in the project. Make a simple test to try what youre going to do first. If its due to a bug send me the capx and ill fix it.

  • > 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

    In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

    examples/models/skinned/marine/marine_anims.js

    you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

    to play an animation you simply have to play it by using it's name with the action.

  • Ralph

    In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

    examples/models/skinned/marine/marine_anims.js

    you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

    to play an animation you simply have to play it by using it's name with the action.

    thx alot for help,,,, its working now,, it was bad formatting <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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  • QuaziGNRLnose, here is the link to capx file where I tried to generate the scenario -

    https://www.dropbox.com/s/314wrkk1uurky ... .capx?dl=0

    There are 2 issues that I am facing in my original app that I tried to replicate in the attached capx -

    1. As can be seen the sky background model shows through in the layouts even when Q3DMaster is set to invisible or Q3DModel is set to invisible or both.

    2. Try shuttling between all the 3 layouts couple of times. Then we notice that the ring that is created second time is not rotating by the mentioned Euler angles. It is only rotating the first time.

    Hope my issues are clear. Please let me know.

    thanks,

    Ravindra

  • I'm trying to figure out Skeletal Animations but I cant seem to get it working. I loaded the marine (tried marine.js and marine_anims.js examples) and both show up as boxes. I can load the "walk" animation but it's just the boxes moving around. Did I miss a step somewhere?

    Also, where do you define the animations when you export a .js file? I'm using the three.js exporter with 3D Studio Max and can't find a way to define animations and their ranges.

  • I'm trying to figure out Skeletal Animations but I cant seem to get it working. I loaded the marine (tried marine.js and marine_anims.js examples) and both show up as boxes. I can load the "walk" animation but it's just the boxes moving around. Did I miss a step somewhere?

    Also, where do you define the animations when you export a .js file? I'm using the three.js exporter with 3D Studio Max and can't find a way to define animations and their ranges.

    Can you give an example file in capx.

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