Mikal's Recent Forum Activity

  • GltfStatic v1.20.0 — Correct Skinned Mesh Orientation for Blender Exports

    March 16, 2026

    This release fixes a longstanding issue where skinned (animated) models exported from Blender appeared at the wrong scale or orientation in Construct 3.

    The Problem

    Blender exports glTF files with an "Armature" node above the skeleton that carries a 90° X rotation (converting Blender's Z-up to glTF's Y-up) and a scale factor. Previously, the plugin ignored these non-joint ancestor nodes when computing bone matrices, causing animated models to render with incorrect size and rotation.

    The Fix

    v1.20.0 introduces Root Ancestor Transform (RAT) — the plugin now detects non-joint ancestor nodes above the skeleton root, computes their combined transform, and applies it to root joint world matrices during animation. This means the full scene hierarchy is respected without adding overhead to the per-vertex skinning pipeline.

    Additional fixes in this release:

    - Rotation order mismatch — Editor and runtime now both use intrinsic XYZ rotation order, so object rotations match between preview and gameplay.

    - Editor double-scaling — Skinned meshes in the editor no longer have world transforms baked into their vertex positions, fixing a size mismatch with runtime.

    - Removed workarounds — The IBM scale normalization hack and +180° Y rotation offset are no longer needed and have been removed, simplifying the codebase.

    Upgrade

    Drop in the new .c3addon — no project changes needed. Models that previously required manual scale/rotation compensation should now display correctly out of the box.

    github.com/MikalDev/gltf-plugins/releases/tag/v1.20.0

  • The plane built-in model has been updated in v1.17.0 to remove the unnecessary side faces, keeping only the top and bottom geometry with a 10x10 vertex grid for proper vertex lighting. The bottom face UVs are now mirrored so that the texture matches the front when viewed through transparency, making semi-transparent planes look correct from both sides. When setting up physics for the plane in Rapier 3D, use the Box collision shape — the plane is physically a very thin box with transparent sides, so a box collider matches its actual geometry.

  • Animated Textures

    Built-in 3D models (cube, sphere, capsule, cylinder, cone, ramp) now support sprite-frame texture animation.

    How it works

    Assign a Sprite as the texture source. The Sprite's animation frames play directly on the 3D model surface — no shader

    tricks, no workarounds.

    On start of layout:

    Mesh → Set texture source to SpriteWithFrames

    Mesh → Play texture animation from beginning

    What's new

    Actions: Set texture source, Play/Stop, Set animation by name, Set frame, Set speed

    Conditions: Is playing, On finished, On frame changed

    Expressions: TextureAnimFrame, TextureAnimFrameCount, TextureAnimSpeed, TextureAnimName

    Supports looping, ping-pong, per-frame duration, and speed scaling — all driven by the Sprite's animation settings in

    the editor.

  • Yes, sorry only my Mesh model for now. It uses vertex lighting and I am not aware right now of an easy way to do that in the 3D Model official addon.

    I am hoping they add that in and gpu lighting and gpu animation, so this could be only a stop-gap.

  • Moved project to itch:

    kindeyegames.itch.io/c3-3d-bundle

  • ideabob

    I've been using claude to implement c3 proj based tests for my plugins in development, and I have claude update the project directly.

    Something that can remove a step (unzip, rezip) is to save your projects as project directory (so it will be an unzipped version, also helps with using version control like git) Claude (or whatever) then can operate on it directly.

    Right now most of my tests are using scripting interfaces to exercise the addon, so no need for new events, just adding project files to a template with certain objects name and created

  • Ah, sorry missed that! RTFM error on my part. Thanks!

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  • In my example, I want to populate a dynamic combo like 3D Model does. So the user can get the list of project files in the editor via dropdown (e.g. a.glb, b.glb) and pick from them.

    I am trying to make my addon less brittle (e.g. instead of typing in a string and getting it wrong.)

    This is all in editor, not runtime. Does that make sense?

  • Thanks for sharing my library.

    The core component I needed for electron Steam overlay integration is a BrowserWindow. It allows to properly get state from electron to properly display electron content at native window and put them in sync. It includes window size properties, capture page and electron window state (maximize, unmaximize, show, hide, restore, resize, move, etc).

    If Construct engine has similar component I can integrate it in my library.

    Right now, the 'official' export method uses webView2, but some of us like to use electron (via pipelab pipelab.app/construct3) Which notes that SteamOverlay work, but I'm pretty sure not on MacOS at least (and I don't know if latest electron windows works either)

    Also, nice work on the library.

  • Is it possible for an addon to get a list of the project files in the editor?

  • github.com/ArtyProf/steamworks-ffi-node/blob/main/docs/STEAM_OVERLAY_INTEGRATION.md

    Interesting read, might help with C3 exports also (webview2, etc.) in terms of concepts.

    Also would work with pipelab and electron versions of c3 games.

    Cost: a little perf and probably a frame of latency.

    Tagged:

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Mikal

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