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

Post your completed addons to share with the community

Post » Tue May 26, 2015 5:13 am

@Steely
yea there is a 3d object sprite that is basically a 2d sprite image, but has the characteristics of a 3d model

however Dont Starve game from steam its a 2d isometric game its not a 3d game :)


@QuaziGNRLnose was doing a test with different character models, however i cant really fix the issue where in the animation morph example the legs arms actually are bending and moving, how do i export the animations for it, i seen in the c2 example for the orcs animations, you have 2 .js 1 is a 3d model the other i guess the animation however , how do i get the animations separated from blender? or other 3d software?

more simple what do i need to press or export as ?:D thanks again for your time :)
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Post » Tue May 26, 2015 5:48 am

I am interested in this plugin as well ,just a couple of questions though.
1 Is it possible to make complete 3d games, if Yes has anyone completed one.

2 How difficult is it to use in Construct2.

Thanks
Jim
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Post » Tue May 26, 2015 6:38 pm

yea there is a 3d object sprite that is basically a 2d sprite image, but has the characteristics of a 3d model

however Dont Starve game from steam its a 2d isometric game its not a 3d game :)

@gamecorpstudio
Thanks for your reply, are you planning to make a template for a 2d isometric game like Don't Starve? ;)

@QuaziGNRLnose
Are you planning to make a tutorial for a Don't Starve style game?

Thanks in advance
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Post » Wed May 27, 2015 6:06 am

@Steely


i have in my plans around 100 game templates and a lot are in development, for sure il have some isometric templates in there, just it will require for you to make the graphics in that matter :) if you want to match the same sketchy scenery of Don't Starve.

a few templates are made in Q3d also :D but simple ones as (temple run, 3d flappy bird, 3d mario in line , and some drag races )
Last edited by gamecorpstudio on Wed May 27, 2015 6:53 pm, edited 1 time in total.
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Post » Wed May 27, 2015 5:07 pm

@gamecorpstudio, I've been having some success with morph animations in Q3D after not knowing how to do it at all, and I'm working on a mini-tutorial for your post, “Q3D Tips and Tricks.” I also figured out how to export the animations embedded in the .json file, so I don't need two files. And also, I figured out how to rename each separate animation without having to do everything by hand, frame by frame. And I'm also going to put that in the tutorial. I was surprised to find that the separate animations tween or transition nicely, and they seem to work better than rigged animations in Q3D. But—my method still requires that you create a rigged animation first. I don't have time right now to give all the details on how to do it (I'm not at home), but here's the basic idea:

You take a rigged and animated model and capture each of its poses using the armature modifier. I do that by creating multiple duplicates (shift+D) of the original, one for each pose, capturing each pose and deleting the bones from each. I do this also with the first pose. I will then use the shape keys to create a “basis” pose for each model, select that model, then also select the first-pose model, and use the Specials menu to select “Join as Shape,” which transfers the basis shape key from the posed model to the first-pose model. Once I have all of the poses “captured” as shape keys in the first-pose model, I delete all of the other models so that only the first-pose model remains. Then it's a matter of using the Shape Key Editor in the action editor to place all of the shape key poses in the timeline and record them.

I put all of my animation cycles in a single timeline, since it will all end up in a single timeline in the .json file anyway. (Edit: I misspoke here: I actually created all of the animations separately, then copied and pasted the animation portion of each .json script into the Q3D model's final .json file. Putting them all into a single timeline in the original model was wishful thinking; I haven't tried it yet, but I'm planning to soon.)

I wish I had more time to give all the details, but I'll have that mini-tutorial up soon. There are a lot of tricks that I had to figure out before it would work.

When exporting the model, I turn the skeletal animation off (no “pose” or “rest”), and click “Morph Animation” and “Embed Animation.” I can't remember all of the details of how I set up the export without my Blender in front of me, but I'll include that in the tut.

Finally, to rename all of the “animation_” frames in the .json file, I made note of where each separate animation cycle begins and ends (by frame number). In the .json file, in Notepad, I used Edit>Replace to search for “animation_0000” and then the following digit (like 2, 3, etc.), typed in the name I wanted to replace it with—like “walk”-- and clicked “replace all.” I didn't explain that very well here, because I'm out of time, but I will also include that in the tut.

I'm not sure if I answered your question for the time being, but I'll have more detail later.
Last edited by terransage on Thu May 28, 2015 8:54 pm, edited 1 time in total.
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Post » Wed May 27, 2015 6:52 pm

@terransage

oh yes, that covers almost everything now i get it, basically you create create the animation sequence name each pose, then export the model and embed the animation, k so that's how, now what il need is to install the three.js exporter xaxaxa dident had time for it lately, since i was using only spheres, and simple models, but needed the part of animation for some future Q3D game templates for store :D thanks a lot man ! really helpful, i eagerly wait for your post in the Tips and Tricks :D and maybe other people will join later! :D i have gathered some easy nice info also, il post them soon enough, also opening scirra.ro for romanian people :D and construct2.ro construct3.ro :D already have them purchased but i don't have time for setting the websites and forums and all at this moment, but hopefully at the end of this month everything will start to take shape :D have a great day , and thanks again for your response really placed me on tracks!
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Post » Thu May 28, 2015 5:31 am

@gamecorpstudio: I put up the little tutorial in your Q3D Tips and Tricks post. The only part that's not too detailed is how to do the multiple animations within the single .json file. I kind of glossed over it, partly because it's past my bedtime, but also because my way of doing it is tedious and a little complicated. I'm still trying to find a better way to do it, but I did mention how I do it now in broad terms. Anyway, here's the tutorial:

viewtopic.php?f=153&t=125616&p=935257#p935257
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Post » Mon Jun 01, 2015 2:02 pm

Any News about next release ? What can we expect ?
I am also asking Quazi,,,,,,,,, how could I make fog of war for 3d strategy/moba,,,, what would be the best solutions ? Is there possibility to somehow combine native fog in q3d master to do that ? Or we have to do something with special shaders. I can imagine do something like that with something like canvas (render to texture ) and dynamicaly change texture on plane or solution with lights ? :o but I cant dynamicaly load texture on 3d model from canvas for example.. i am gonna seriously make multiplayer moba genre with Q3D logo on it :roll:
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Post » Mon Jun 01, 2015 8:41 pm

@Ralph there is no new release, coming as big as was the last one, for now, as it was announced, the work for plugin is for the manual, and tutorials. as the plugin reached a stable state, and its mature enough! maybe some future updates will come, but we dont know! depends all on the developer! :D
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Post » Mon Jun 01, 2015 10:53 pm

I.m wondering about the mobile demo. What are the optimizations done to get it to run smoothly on mobile. I just bought the plugin today and are getting around 4-5 fps on my very simple scene with one object and no textures. the mobile demo link from this page is running smoothly. Any help appreciated.
Follow my progress on Twitter
or in this thread Archer Devlog
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