Babylon3D: Standard Edition

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Post » Sun Oct 23, 2016 2:43 pm

@gamecorpstudio 19.99 $ includes the plugin and 2 templates and 1 year of free support, That demo was done in 5 mins, I'm not good with 3D modelling, I'll try my best to change it to something more appealing.

This will be version 0.1a , free updates up to 1.0 stable. Which will cover obviously all the features that the BabylonJS comes with.
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Post » Sun Oct 23, 2016 2:52 pm

X3M wrote:@gamecorpstudio 19.99 $ includes the plugin and 2 templates and 1 year of free support, That demo was done in 5 mins, I'm not good with 3D modelling, I'll try my best to change it to something more appealing.

This will be version 0.1a , free updates up to 1.0 stable. Which will cover obviously all the features that the BabylonJS comes with.


that sounds great, but will it require that we have to convert the 3ds files to .babylon files? or works directly with 3ds files? cause that wold be sick.




Edited : i was more interested if this example from babylonjs is possible with the plugin you are creating : http://www.babylonjs.com/Scenes/Worldmonger/index.html

this is the stuff i wanted for long time on Q3D but never got implemented with C2 but maybe just using Js which part of C2 community doesnt know how to work with, including myself, im just fiddling around with js, but if there where some functions to enable us, to create those functionalities, in the example above, this is going to be one awesome plugin.
Last edited by gamecorpstudio on Mon Oct 24, 2016 4:33 pm, edited 2 times in total.
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Post » Sun Oct 23, 2016 4:57 pm

@gamecorpstudio

You don't have to convert anything, the plugin comes with an exporter that you install for 3DS max, Blender or Unity 5.
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Post » Wed Oct 26, 2016 3:33 am

Looking forward to seeing this develop!
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Post » Wed Oct 26, 2016 10:45 am

@gamecorpstudio That would be possible to implement, as I said before as long as BabylonJS comes with a function, this plugin will implement it. It justs takes a lot of time and effort to import all functions to Construct 2.
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Post » Wed Oct 26, 2016 4:09 pm

X3M wrote:@gamecorpstudio That would be possible to implement, as I said before as long as BabylonJS comes with a function, this plugin will implement it. It justs takes a lot of time and effort to import all functions to Construct 2.


yes i understand the implementation process, i was just asking if its something you wold consider to add in future development of the plugin. Cause id buy it only to wait for that, the rest i kinda got used with Q3D. but im always open to more new ways to do 3d on C2 never ruined anyway for something to have competition, it actually bring'd success to one of the parts, in rare cases both sides.

i cant wait to test it out, let me know when its approved in stores


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Post » Sat Oct 29, 2016 1:40 pm

Can you show us an example of working armature+mesh animation :)
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Post » Sat Oct 29, 2016 1:54 pm

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Post » Tue Nov 01, 2016 11:52 am

Your last edit in the first post does not contain any link...
You may want to actually provide them there instead of having people running for them through the topic.
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Post » Thu Nov 03, 2016 9:59 pm

Great job @X3M, already v0.2 can i ask how far wold this be developed, after the v1.00? what is the target? i want to buy it in advance! cause im very pleased with it even if its early development ATM!
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