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

  • QuaziGNRLnose, Is there anyway I can apply blur shader on the Q3DModel? Pls let me know. thanks!

  • QuaziGNRLnose techjunkie Okay thanks for answers!

  • a small test

    QuaziGNRLnose do you have in plans adding an audio plugin for q3d?

  • Do you support video textures?

  • QuaziGNRLnose Heya, Hows the progress on the plugin mate?

  • Where does one find a qfx shader? It seems like a made up file format that doesnt even exist according to google.

    Has anyone found a way to get a normal based cell shader in q3d (matcap)?

    Is there a way to change the shadow color to NOT black?

    How does one export for (blender) and integrate skeletal animation in q3d? any example capx or video out there? This seems to be a mystery!

  • I managed to get some working qfx shader files in the past..

    I took out the fragment code in this one, so it won't work until you add some actual shader code.

    Also, I think q3d has a texture uniform already created.. and creating your own texture uniforms requires some editing of the plugin.

    Basically, the shader stuff was to be rewritten, according to Quazi, and I was told it's probably not a good idea to use it.

    <shadertype>ShaderMaterial</shadertype>
    <uniforms>(function(){
    	var uniform = {
    		uniformCall : function(){
    			return {
    				texture: { type: 't', value: new THREE.Texture() },
    				amplitude: {type:'f', value: 0},
    				textureWidth: {type:'f', value: 256.0},
    				textureHeight: {type:'f', value: 256.0},
    				u_time: {type:'f', value: 0},
    				u_resolution: {type:'v2', value: new THREE.Vector2() },
    				camPos: {type: 'v3',value: new THREE.Vector3() }
    			};
    		}
    	}
    	return uniform;
    	})();
    </uniforms>
    <vertexshader>
    varying vec2 vUv;
    varying vec3 vNormal;
    
    void main() {
    
    	vUv = uv;
    
    	//vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
    
    	//gl_Position = projectionMatrix * mvPosition;
    	gl_Position =   projectionMatrix * 
    					modelViewMatrix * 
    					vec4(position,1.0);
    
    }
    </vertexshader>
    <fragmentshader>
    	uniform float u_time;
    	uniform vec2 u_resolution;
    	uniform float textureWidth;
    	uniform float textureHeight;
    	uniform vec3 camPos;
    	uniform sampler2D texture;
    
    	varying vec2 vUv;
    	varying vec3 vNormal;
    	
    etc.. etc...
    
    </fragmentshader>
    
    [/code:9q3sbrrq]
  • Zebbi ,

    You'll need to do these things first:

    viewtopic.php?f=153&t=106677&p=950721&hilit=alphatest#p950721

    and this:

    q3d-v-2-4-3d-physics-skeletal-animation-update_p941377?#p941377

    then open this:

    capx file: http://1drv.ms/1oKrBWi

    Prominent can you reupload the example file please? The links are dead!

    Can somebody share a SIMPLE capx where a js is loaded with animation running? With the minimum code. The example provided with q3d is a mess to understand <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

  • QuaziGNRLnose Your animation parser has a bug in it! If any of the morphtarget names in the json file contain an "_" (which is btw most example files available on the three.js github - and also what blender's threejs exporter uses!), the morph animation will NOT work at all - it will fail to be loaded!

    So when your anim.js file looks like this:

    [quote:19ma70qq]

    "morphTargets": [ { "name": "animation_000", "vertices": ....... you need to manually rename it to this: [quote:19ma70qq]

    "morphTargets": [ { "name": "animation000", "vertices": ....... This sorry piece of crap bug wasted me some time and frustration! :/ Please correct it, as it causes any animations exported from blender to fail

  • Prominent can you reupload the example file please? The links are dead!

    that link still works for me.. but here's a new link anways.

    https://1drv.ms/u/s!AhHSZHEulqh_gSwz5N36ab9E-zgq

  • >

    > Prominent can you reupload the example file please? The links are dead!

    >

    >

    that link still works for me.. but here's a new link anways.

    https://1drv.ms/u/s!AhHSZHEulqh_gSwz5N36ab9E-zgq

    Awesome! Thank you.

    Btw in my playtest the player sprite disappears when behind a railing

  • Has anyone found a way to attach a collision box to a bone? How does one handle colision with bones in q3d??

    Edit: oh found it - you use the q3dBone object's pick condition.

  • when using skeleton animation, it plays but, the mesh skinning data is broken:

    three.js-r71\three.js-r71\examples\models\animated\monster

    exported from blender as threejs skeleton animation

    Is this another bug (threejs exporter or q3d) ?

    The export and import of js models is SUPER FLAKY

    This is the shittiest export/import of skinned mesh i have ever seen in a game engine. Its almost impossible to get any decent export from blender to q3d with threejs official exporter.

    I managed to export it by using only e a deformation armature, with euler - it took a whole day of trial and error.

    This is due to blender's exporter.

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  • has anyone figured out a way to have the q3dsprite object communicate with 2d sprite objects? It cant collide, it cant be clicked on. Can it do anything?

    Is there a way to set a 2d sprite to always overlap a 3d bone's position? What is the math to achieve that - we need to make up for the missing z axis on the 2d sprite?

  • You'll have to create your own collision responses, etc.. Or use a container and have a sprite object for every q3d sprite, and position the q3dsprite to the location of the regular sprite, then reference the regular sprite for any collision stuff.

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