Lemme get something straight...

New releases and general discussions.

Post » Tue Aug 23, 2011 11:36 pm

I was pretty sure that Construct had very limited 3D capabilities. And I was even more sure that it was impossible to create animations for the 3D models.

So I was wondering... why have I seen in the past games that certainly LOOK like they have animation? I've seen two... there was one which was based on a thumb war... I think it was deadeye's creation?... and another that I saw a video and screenshots on on one of the threads here... somewhere. It was a platformer with 3D levels, characters etc and I think the enemies looked like ants.

So is there a way to achieve 3D animation?
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Post » Wed Aug 24, 2011 12:11 am

Have you had a look at ROJOhounds Texture-setter plugin ?

"Animated textures for 3dobject's"

link
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Post » Wed Aug 24, 2011 12:24 am

Impossible? No, but you need a very, very, very good understanding of the math involved in order to pull it off.
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Post » Wed Aug 24, 2011 12:28 am

[QUOTE=spacewarguy]... there was one which was based on a thumb war... I think it was deadeye's creation?...[/QUOTE] I think you are talking of
Mega Thumb: Dream Match
http://gamejolt.com/freeware/games/arcade/mega-thumb-dream-match/3161/

Quazi could surely tell a lot more about it, but I think I remember that this was all done with events and without the 3D object. So for every normal human being, this is nearly impossible to recreate :D
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Post » Wed Aug 24, 2011 12:48 am

Yep, I use the texture setter plugin in a fair amount of my games. And yeah, that game is the one I meant... I can't believe that it was made completely WITHOUT 3D models. You're right when you say I couldn't understand that...
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Post » Wed Aug 24, 2011 12:50 am

yeah what tulamide said. quazi made thumb war.
you can have complete control over the 3d position of every vertex in a distorted sprite(which is how thumb war works), or load 3d models(feature didn't exist when thumbwar was created)

the 3d position of vertexes thing allows for interesting stuff like thumbwar or newt's recent 3d rts example with random 3d terrain, but you really have to love math to pull it off. it doesn't do the work for you at all like most construct stuff does.

edit: oops, was posting as you postedlucid2011-08-24 00:51:32
Spriter Dev
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Post » Wed Aug 24, 2011 1:13 am

I was with quazi when he was working on the game. Creating models with deforming mesh animation is really, REALLY just not feasible for a larger game. Mega Thumb kind of pushes the limits of 3d in Construct, and creating more complex models with deforming mesh animation is impossible, sadly. The models are all generated on startup with events through carefully crafted curves and practically each point, curve and polygon on the model is tailored by hand to have the right curvature and flex when moving. It's a lot of brute force tweaking and math, and really not a suitable workflow. It's inspiring, but it's really not a technique that can be widely/easily used for 3d games.
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Post » Wed Aug 24, 2011 1:25 am

Deadeye's... creation?

http://www.youtube.com/watch?v=v9MT_y23pis#t=0m7s

Davio made me do ^^^that lmao.

Yea, if your willing to make a 3D game without 3D objects or any modeling tools, it's certainly possible to have animations and cameras and an in-game model editor with texture loading... but that's building the whole engine up from the ground yourself. It took a LONG time to make things look right, the thumbs are spawned using expressions nested in expressions using multiple variables to create a point cloud that deforms properly, and then ontop of that you need to map square meshes onto that point cloud, handle all the rotations math and so forth, its really, really, really, slow and complicated.

basically thumbs was created to prove that construct's event system and basic sprite object are able to do pretty much ANYTHING , but that doesn't mean it's easy. Of course for simpler 3D games you could make like starfox or something without TOO much work, well if you were good enough with constuct at least.

in short answer, traditional style 3d animation is impossible right now in construct, you need to build your own system to do it, and thats certainly not EASY, especially if you've never did any 3d programming/math before.
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Post » Wed Aug 24, 2011 1:38 am

Hmmm... I doubt my knowledge of Construct extends that far, I'm afraid. I guess I'll have a mess about with these ideas... but I haven't done any 3D programming before. Actually, I haven't done any programing. I experimented with DarkBASIC but the sheer learning curve put me off, as well as that I was used to Construct's event system.
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Post » Wed Aug 24, 2011 2:08 am

[QUOTE=spacewarguy] Hmmm... I doubt my knowledge of Construct extends that far, I'm afraid. I guess I'll have a mess about with these ideas... but I haven't done any 3D programming before. Actually, I haven't done any programing. I experimented with DarkBASIC but the sheer learning curve put me off, as well as that I was used to Construct's event system.[/QUOTE]

It's not necessarily as easy as Construct, but I found Blitz3D much easier and more intuitive than DarkBASIC. It also has a nice online community of plugins, and tutorials to learn from. Another good way to make 3D games is using Ninfa3D, a free alternative to Blitz3D, which uses similar syntax and comes with built-in physics and shadow casters.

You can find Ninfa3D here

Edit: You can use it with the FreeBASIC IDE, but I can't find a link on how to set it up, so if you decide to use the engine ask here for how to do it and I'll see if I saved the instructions on my harddrive.Jayjay2011-08-24 02:15:39
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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