Mikal's Recent Forum Activity

  • For creating lower poly models in blender, try the second answer here - decimate (FoozleCC pointed me at it.)

    blender.stackexchange.com/questions/31467/how-to-reduce-vertex-count-on-a-mesh

  • In general, I think there is a possibility for higher performance, currently, I am focused on minimal features and critical bugs first (e.g. flicker when animation change, rotation not working for some mixed mesh models.)

  • There is a comment on the itch.io 3D Object page about this.

    You must make the image size of the 3D Object larger than the Project sprite sheet size. For now, I suggest making the Project sprite sheet size the minimum (512) and if needed, upsize the image size of the 3DObject to be 512 or higher.

  • Did you figure this out? I may have some ideas.

  • ​Interim update, some partial fixes:

    Better gltf error recovery, instead of crashing the editor, note in the dev console the issue of loading files and throw an alert. To correct this, change the filename back to 'path', reload the project, and use a different file next time.

    Somewhat better rotation when rotating a model with skinned and non-skinned nodes. For a single axis of rotation, they will both rotate in the same way.​

    However, still, an error when rotating skinned and non-skinned nodes with more than two axes of rotation, they do not rotate in the same direction for all axes of changed rotation.

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/303680/interim-update-editor-crash-rotations

    Funky Koval - ah I see what you mean, a cool feature, I will add it to the list, but currently a low priority.

  • There is a new expression on the 3D Camera plug-in: ZScale which can give you the proper scale for Z with various viewport sizes.

  • I see, I'll work on making the error detection more robust and will probably throw up an alert box at least when the editor is running.

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  • Mikal

    Quick questions on features:

    -are you planning on removing the limitation of the object's texture being larger than spritesheet size?

    Yes, at some point in the future when I use dynamic texture instead of the sprite sheet, probably not for a little while though. If you are concerned about too large a texture for a model, I recommend setting the project sprite sheet size to 512, instead of the default 2048.

    -are you planning on allowing for texture/image sequences (ideally something like Q3D, handling it like the Sprite object)?

    Hmm, I have not really thought about that. Do you mean updating the model's texture during runtime like an animation?

  • I do have a _partial_ fix to the rotation. I can rotate your skysphere now, however, if you have a model with both armature (skinned node) and not, they don't rotate correctly together. I could release it, but again it's just a partial fix.

    What do you mean by 'export the wrong file'? So, I can watch out for that and try to ignore it, instead of crashing.

  • By bounding box, I mean the area by which we can drug the 3D object in the editor.

    Ah, yes. That may also be related to getting C3 API support for Common Z Elevation ACEs (BB in the editor, automatically adjusted for Z Elevation like 3D Shape does for the back face.)

  • Yes, sorry I will correct the documentation. There was a version of the runtime from the Spine API team which broke worker mode. There is a new version that _may_ have fixed the issue. I will try updating with that next week. Meanwhile, I will update the document to remove that 'feature' comment. Thanks for trying it out.

  • Thanks for the feedback and info, some comments:

    - Z Elevation, can't go up top, those are C3 reserved properties. I have asked that C3 plug-in SDK expose 'common Z-Elevation' ACEs', but Ashley has not done it yet (please vote it up, so perhaps he will):

    construct3-21h2.ideas.aha.io/ideas/C321H2-I-32

    - Bounding box/collision. This is dependent on the C3 collision system. Currently, the C3 system only supports 2D collision, so it does not take Z elevation into consideration. Instead, in other C3 examples, people usually create associated 3d objects with collision filtering or a full 3d collision system (see Construct Community Discord and Twitter for examples.) Perhaps one day C3 will add more 3d collision support (or develop your own or use 3rd party.)

    - The sphere rotation, is probably related to how I am doing rotation for certain meshes/nodes differently. I have seen this in other static models and other multiple mesh models and I'm looking into it.

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Mikal

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