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

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Post » Tue Apr 28, 2015 10:09 pm

Ralph wrote:
QuaziGNRLnose wrote:@ralph

That'd be more of the job of an exporter / third party tool than Q3D, It's got support for multiple animations but if your workflow means you set things up like that on the timeline in your modeling software you should know Q3D expects the animations in JSON to be separated according to the standards of the file format.

You could probably make a tool in construct itself where you define names and ranges and it generates a new model file, but i'm not keen on supporting it in the plugin as parsing out the animations like that is something that i feel should be handled by the user since they're responsible for the models, and it'd be rather cumbersome to set up in events anyway.



I am working on exporter for 3ds max ,, but still with no success,, ,,, -- > need to study maxscript little bit more.


I did file with two skeletal animations,, "action" and "kick"

when i try to play animation "action" it show only model but not animated ,, if i play "kick" it plays animation

I don't know if I am doing something wrong or there is some trick to get it working in C2 or have bad formatting in file. if I ll try with three animations, , it always plays only last

Could U please provide .js model with multiple animations to do exporter well? {if u have one } ?
thx
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Post » Tue Apr 28, 2015 11:11 pm

@Ralph

In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

examples/models/skinned/marine/marine_anims.js

you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

to play an animation you simply have to play it by using it's name with the action.
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Post » Wed Apr 29, 2015 12:10 am

QuaziGNRLnose wrote:@Ralph

In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

examples/models/skinned/marine/marine_anims.js

you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

to play an animation you simply have to play it by using it's name with the action.


thx alot for help,,,, its working now,, it was bad formatting ;)
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Post » Wed Apr 29, 2015 4:08 am

@QuaziGNRLnose, here is the link to capx file where I tried to generate the scenario -

https://www.dropbox.com/s/314wrkk1uurky ... .capx?dl=0

There are 2 issues that I am facing in my original app that I tried to replicate in the attached capx -

1. As can be seen the sky background model shows through in the layouts even when Q3DMaster is set to invisible or Q3DModel is set to invisible or both.

2. Try shuttling between all the 3 layouts couple of times. Then we notice that the ring that is created second time is not rotating by the mentioned Euler angles. It is only rotating the first time.

Hope my issues are clear. Please let me know.

thanks,
Ravindra
For game development / IT services contact - [email protected]

List of published iOS apps -
https://itunes.apple.com/us/artist/ravi ... d693234511
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Post » Thu Apr 30, 2015 4:48 pm

I'm trying to figure out Skeletal Animations but I cant seem to get it working. I loaded the marine (tried marine.js and marine_anims.js examples) and both show up as boxes. I can load the "walk" animation but it's just the boxes moving around. Did I miss a step somewhere?
Image

Also, where do you define the animations when you export a .js file? I'm using the three.js exporter with 3D Studio Max and can't find a way to define animations and their ranges.
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Post » Thu Apr 30, 2015 4:56 pm

UberLou wrote:I'm trying to figure out Skeletal Animations but I cant seem to get it working. I loaded the marine (tried marine.js and marine_anims.js examples) and both show up as boxes. I can load the "walk" animation but it's just the boxes moving around. Did I miss a step somewhere?
Image

Also, where do you define the animations when you export a .js file? I'm using the three.js exporter with 3D Studio Max and can't find a way to define animations and their ranges.


Can you give an example file in capx.
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Post » Thu Apr 30, 2015 5:06 pm

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Post » Thu Apr 30, 2015 5:40 pm

Change the size of the bones with 100 in all axes XYZ in 5 or less. You can disable completely invisible.
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Post » Thu Apr 30, 2015 6:34 pm

Any idea how to make fog of war ?
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Post » Fri May 01, 2015 12:10 am

@smebor That worked, thanks!

Still looking for a way to export multiple animations from 3d Studio. The only way to do it right now is to export multiple .js files then manually merge them.
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