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

Post your completed addons to share with the community

Post » Wed Apr 01, 2015 8:07 pm

@QuaziGNRLnose, @ziggums

Agreed, visualizing things in the editor is quite hard right now.

What I've been doing is I ad to each object an animation I call "icon". In it I draw a *really* rough sketch of how the object look in 3d. It's helpful for navigating the Events sheet and such, but it doesn't help in the Layout view.

Image

If we had the option to use this "icon" as texture in the Layout, it wouldn't look very pretty, but we would be able to at least identify different objects.
Or even just use it as some sort of sprite placeholder in the editor? Although that might cause problems if the object is not 1x1.

Anyway, some improvement in that matter is something I'm really looking forward to.
B
11
S
4
Posts: 20
Reputation: 898

Post » Wed Apr 01, 2015 10:22 pm

@pedroRocha

I'll see whats possible with the sdk, but i can't make promises since for the edit-time it's really crappy and limiting. It's a shame but hopefully C3 will allow some big changes for Q3D edittime wise. Until then im going to try my best to add support for these kinds of helper features.
B
79
S
13
G
8
Posts: 1,977
Reputation: 9,947

Post » Thu Apr 02, 2015 1:12 am

I hope C3 is not limited as we expected
B
99
S
35
G
29
Posts: 3,139
Reputation: 28,421

Post » Thu Apr 02, 2015 9:08 am

Image
You can use any 3D editor together with C2. Set the center pivot in all objects in the center of the stage.
B
10
S
1
Posts: 19
Reputation: 540

Post » Thu Apr 02, 2015 4:01 pm

QuaziGNRLnose wrote:Until then im going to try my best to add support for these kinds of helper features.

It's only a humble suggestion from one of your happy buyers, but shouldn't you focus 100% of your strength on implementing key features like skeletal animation, and not waste a single second of your precious time on low priority things like beautifying the interface? Game export is also still broken(!), and all available example projects are outdated (which is giving me loads of trouble with figuring out how to get 3D shadows to work).
Will these issues be fixed with the release of v2.4, and will it be available before the end of April?
I am forced to put my project on hold until then.
smebor wrote:You can use any 3D editor together with C2.

Say, is that some kind of mock-up screenshot? This can't possibly be real, right?
If it is, how on earth did you do it? How do you change the interface like that? (You guessed it. I'm not a programmer.)
And even more importantly: How did you get your objects to cast such a pretty shadows? Care to share your capx, or parts of it, or at least your light settings?
Because I've been fiddling around with directional lights for days now, and I just can't get them to work like that. The light only seems to work inside a certain area. (It probably has something to do with the "Shadow Cam Size / Angle" setting, but I can't figure out how to use it right.) And as soon as my character has walked a few steps he has left that area and his shadow vanishes.
B
19
S
5
Posts: 24
Reputation: 2,800

Post » Thu Apr 02, 2015 4:40 pm

Care to share your capx, or parts of it, or at least your light settings?

https://drive.google.com/file/d/0B-Rseo ... sp=sharing
B
10
S
1
Posts: 19
Reputation: 540

Post » Thu Apr 02, 2015 5:20 pm

If You have a 3D editor. In C2 put the window like the picture I have.Image In the space place the 3D window of the editor. Arrange the objects as you need in 3D. ALL objects exhibit a COMMON center pivot X,Y,Z=0. Save to disk the items one by one in the format *.obj. Download objects in C2. If the object parameter: model placement = Unaltered - all of the objects positioned in the space C2.
B
10
S
1
Posts: 19
Reputation: 540

Post » Thu Apr 02, 2015 7:02 pm

@wiimote

Yes im definitely trying to get those features in asap. Ive been working on them since december.

This usability feature however would take me a few minutes so its not really getting in the way. I have a few bugs to work out for skeletal animation and it should be ready (although .js engine limitations are making it pretty slow, and i haven't found a way to optimize yet).

As for shadows, a nice trick is to move the directional light with the camera. This means the shadow volume will only clip objects that are very far. With a little bit of trickery you could even place it infront of the camera so no gpu power is wasted casting shadows you wont see. If you turn on light debug you should see a box that represents the shadow camera. It must be adjusted to determine the volume shadows are cast in. The way shadows work is that each light with shadows has a camera that renders the scene from the lights point of view (in an optimized way) and determines what surfaces are "seen" by the light. Hopefully this helps.

If you have suggestions for new examples please share them and ill whip up examples for the 2.4 release
B
79
S
13
G
8
Posts: 1,977
Reputation: 9,947

Post » Thu Apr 02, 2015 7:43 pm

http://googledrive.com/host/0B-Rseo5BvY ... index.html
https://drive.google.com/file/d/0B-Rseo ... sp=sharing
You can change the light - shadows, camera, and control the player. An example for those who do not understand how light works and the camera.
B
10
S
1
Posts: 19
Reputation: 540

Post » Thu Apr 02, 2015 8:47 pm

@smebor
Thank you very much for your help. To be honest, I didn't really expect that you would upload anything at all. Game creators are usually so afraid of getting their work stolen and all that.
3Dplatformer2.capx is exactly what I hoped for. The light moves with the player, but with an offset. The light direction stays the same, even when the player jumps. The borders of the shadow cam are never seen. I believe this is the best sun simulation that we will ever get for Q3D.
@QuaziGNRLnose
Thanks for your reply. I hope asap means really soon. ;) I'm dying to see skeletal animation implemented. Those morph animations are a nightmare to use.
As for example file suggestions, I believe smebor's platformer project is a real treasure chest. All that is missing are on-screen explanations to know which button does what without having to look at the event sheet. But even without that it would be a worthy addition.
B
19
S
5
Posts: 24
Reputation: 2,800

PreviousNext

Return to Completed Addons

Who is online

Users browsing this forum: No registered users and 1 guest