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

Post your completed addons to share with the community

Post » Wed Jul 01, 2015 10:59 am

Message: miketolsa can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
kmsravindra wrote:Hi @QuaziGNRLnose,

I am trying to build something like as in here - http://threejs.org/examples/webgl_inter ... inter.html

I understood that I have to use the Q3Draycaster for this and tried working my way with the plugin. I have looked at the example of Raycaster and viewports.capx in this regard.

However, I am stuck with some basic questions like -
1. how do I pickup the cube and limit the cube movement in 3d axis while moving it only the grid.
2. how to move it step by step on the grid in x or y directions (exactly into the square positions) along the grid
3. Should I make the grid a Q3DModel object having one single object OR multiple square Q3DModel objects connected together?
4. How can I place the cube only on top ( if there is a cube already at the bottom) etc., To do this, would I need to use collision testing feature as well?
5. I think I can pick up the cube using the 2 conditions - Q3DViewport projection point in frame to mouse co-ordinates and Q3Dviewport --> Project,pick 1st, then I see I can pick-up the cube? Then should I use Q3Draycaster to move the cube along the raycaster? If so, how can I move along the raycaster? (Also, I assume I have to position the Q3Draycaster to cameraposition.xw, cameraposition.yw, cameraPosition.zw and direct it at the highlighted cube model?)

Do you see this as relatively easy one to build OR slightly complex? Any quick helpful pointers on how to achieve this functionality would be really helpful.


Did you have any success with your problem as I am facing the same issue & little bit confuse as where to start ..... if you can guide me as where to begin working to create the same voxelpaint example from threejs.org ....
Image
B
36
S
13
G
1
Posts: 99
Reputation: 3,051

Post » Wed Jul 01, 2015 12:24 pm

@miketolsa, Frankly I didn't try further implementing this using Q3D after raising this issue. It sounded slightly complex for me to take that route...So I tried an alternate route of managing the same in 2D but faking 3D (ie., w/o threejs/Q3D plugins.). I managed this by laying an isometric board in 2D, keep track of each cell index, and then manipulate the z-order along with checking if that particular cell is occupied by how many number of cubes. I managed to get a very similar thing although without Q3D...
For game development / IT services contact - [email protected]

List of published iOS apps -
https://itunes.apple.com/us/artist/ravi ... d693234511
B
84
S
20
G
3
Posts: 337
Reputation: 7,368

Post » Wed Jul 01, 2015 3:22 pm

could you provide a sample file if possible ......

Also if you are using a isometric board then you can't rotate the board in 3d ? so is that possible in 2d, I mean like the way you did ?
Image
B
36
S
13
G
1
Posts: 99
Reputation: 3,051

Post » Wed Jul 01, 2015 3:52 pm

Okay, so I tried imitating that three.js voxel painter by using the RTS example provided by @QuaziGNRLnose
It went so-so, I don't really have the time right now to figure out an easy solution for the snap-to-grid mechanic nor stacking of object. But other than that, it's all there.

Try it
Download Capx

(LMB to create a box and RMB to destroy it. Camera controls are WASD, hold MMB to rotate, hold RMB to move, mouse scroll to zoom in/out.)
B
42
S
23
G
18
Posts: 154
Reputation: 12,475

Post » Wed Jul 01, 2015 6:04 pm

@purplemonkey this is really awesome !!!

would learn a lot from this example ......
Image
B
36
S
13
G
1
Posts: 99
Reputation: 3,051

Post » Wed Jul 01, 2015 6:07 pm

@miketolsa Try again, it seems to work fine for me.
B
42
S
23
G
18
Posts: 154
Reputation: 12,475

Post » Wed Jul 01, 2015 7:21 pm

So, I have a question:

The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work. :?
B
7
S
2
Posts: 24
Reputation: 567

Post » Thu Jul 02, 2015 12:44 am

@purplemonkey, this is nice. I know its quick and simple example...however, I am unable to detect collisions OR place a cube on top of other cube.
For game development / IT services contact - [email protected]

List of published iOS apps -
https://itunes.apple.com/us/artist/ravi ... d693234511
B
84
S
20
G
3
Posts: 337
Reputation: 7,368

Post » Thu Jul 02, 2015 12:46 am

@miketolsa, you are right that we cant rotate the view in 2D in the isometric grid approach that I have used.
For game development / IT services contact - [email protected]

List of published iOS apps -
https://itunes.apple.com/us/artist/ravi ... d693234511
B
84
S
20
G
3
Posts: 337
Reputation: 7,368

Post » Thu Jul 02, 2015 7:20 am

@kmsravindra Yeah, I messed around with it a bit more just now and added collision checks and a rather iffy snap-to-grid. I fiddled a bit with stacking but I'm not sure of the best way to go about it.
I 've updated the example ( you might have to delete cache or just refresh a couple of times to see the new HTML version) + capx file. This is unfortunately all the time I have for this particular project, so someone will have to continue to build upon the project if they want it to work well..
B
42
S
23
G
18
Posts: 154
Reputation: 12,475

PreviousNext

Return to Completed Addons

Who is online

Users browsing this forum: No registered users and 4 guests