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

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Post » Thu Apr 09, 2015 4:04 am

@wiimote

Believe me I rather be working on the plugin than studying :P

You need to change Q3DMaster to use "inside" render mode to apply effects over it within construct. There's a performance cost on SOME platforms though since it has to render to a canvas then copy into a C2 texture each frame. This feature is pretty optimized and inexpensive in chrome but IE and Firefox have a much worse implementation (as usual with WebGL stuff).

You might actually be able to do without the bulge, i'm not sure about the specifics but i'm pretty certain I've tried examples that work fine without it. the cardboard examples if i recall.
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Post » Thu Apr 09, 2015 8:57 am

@QuaziGNRLnose

Good luck on your exams!
You have already created an amazing plugin and although some of us (me) would love to see those extra possibilities implemented as soon as possible, it's impossible to complain (It might even be called disgusting, haha).
I do have one question still.
Except for the usual (max 4 bones influencing vertex) what are the limitations to the skeletal animations?
One of the most important parts for me would be to only scale the length of the bone (Y), so without changing the X or the Z.
I'm really looking forward to see if what I have planned will work in a way satisfactory, because my efforts in other Game Development Kits have shown me my limitations in programming.
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Thu Apr 09, 2015 3:44 pm

@littlestain

You can scale/rotate/position bones at all times. Basically full control of the bone matrices. Animations override certain things if they are present (i.e. If you animate with rotation, playing the animation overrides any manual changes to rotation.

Everything is pretty standard. You also have control of the interpolation mode between linear and catmull-rom variants
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Post » Thu Apr 09, 2015 4:10 pm

QuaziGNRLnose wrote:@littlestain

You can scale/rotate/position bones at all times. Basically full control of the bone matrices. Animations override certain things if they are present (i.e. If you animate with rotation, playing the animation overrides any manual changes to rotation.

Everything is pretty standard. You also have control of the interpolation mode between linear and catmull-rom variants


I can only say:

"Thanks! That's exactly what I was hoping to hear!"
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Mon Apr 13, 2015 11:59 pm

QuaziGNRLnose wrote:You need to change Q3DMaster to use "inside" render mode to apply effects over it within construct.
For some reason when I set the render mode to 'inside' the camera is mirrored on the y axis. Everything is upside down when I run the game. Is that a known bug?
QuaziGNRLnose wrote:i'm pretty certain I've tried examples that work fine without it.
No, I'm afraid not. The lenses of the cardboard distort the image inwards. You need to apply a bulge filter to compensate that lens distortion.
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Post » Tue Apr 14, 2015 1:44 am

@wiimote

It's known, but it's a browser bug actually. The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.

I've toyed with implementing feature detection to "unflip" it since firefox/IE never fix their broken WebGL. Not sure if it works everywhere yet but its in the update i've been working on. For now it should work in NW and chrome properly, and i really recommend using chrome to develop since they're the only ones up to standards in a lot of things relating to WebGL.

I'm aware the lenses distort the images, however a lot of demos work quite well without it from my experience since your eyesight doesn't really have a strong stereoscopic depth perception around the edges of your eyesight. I'll see how hard it'll be to implement a camera mode for VR alongside perspective/orthographic that has the lens stuff built in. Again though i don't have time to do it right now.
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Post » Tue Apr 14, 2015 11:32 am

Hello,
i have posted a long time ago this nice plugin but at the moment on an very old version. I can't send you an Private message(This is an information post.
Spammers are known to use private messages to send users spam. In an effort to reduce this spam, we've disabled the sending of Private Messages until you have earnt 500 rep.
Apologies for the inconvenience. If you really need to reply to a message but cannot, please check the senders profile to see if they have alternative contact methods listed. )

So here are my information: Paypal was: kleinandreas @ w e b .de (without spaces)
and can you send the information to my current email: kleinandreas84 @ g m a i l .com (without spaces)

Can you please send me the login information to my gmail adress?

Thank you in Advanced.
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Post » Tue Apr 14, 2015 5:57 pm

QuaziGNRLnose wrote:The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.
That's what I expected, too, but the game is actually right way up in Internet Explorer and Firefox, but flipped upside down in Chrome and NW.js.
I'm using Construct2 r201 and Q3D v2.3.
...
I hope you'll finish your exams soon.
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Post » Tue Apr 14, 2015 6:14 pm

wiimote wrote:
QuaziGNRLnose wrote:The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.
That's what I expected, too, but the game is actually right way up in Internet Explorer and Firefox, but flipped upside down in Chrome and NW.js.
I'm using Construct2 r201 and Q3D v2.3.
...
I hope you'll finish your exams soon.

Do as I have in the example.
http://googledrive.com/host/0B-Rseo5BvY ... index.html
https://drive.google.com/file/d/0B-Rseo ... sp=sharing
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Post » Tue Apr 14, 2015 6:34 pm

smebor wrote:Do as I have in the example.

I am already using your example capx as the foundation for my game.
I click the Q3D Master, then set its render mode to "Inside", then apply a "Sphere" effect to it. The result is what I wrote in my last post.
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