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

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Post » Fri Jul 21, 2017 5:32 am

@Hayo
From what I can tell, a lot of folks here using Q3D are still experimenting with the plugin, myself included.
And just know that Q3D is a scaled down version of ThreeJS and while it is a viable solution for a lot of 3D scenarios, it doesn't do everything ThreeJS can.

That said, perhaps you can post a small .capx to allow myself and others in this forum to check out where you're having trouble with?
Just put it into a public Dropbox or Google drive.
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Post » Sat Jul 22, 2017 9:45 pm

Hayo wrote:I just bought this plugin set to develop an educational project (virtual history-themed museum) and I am in need of some assistance, especially when it comes to creating and loading textured models that will actually view. I had some luck with the built-in primives but the models I create in Blender (exported to .obj or .json) don't seem to work.
I am on a small budget so I could pay a little for it, anyone interested?


@Hayo

I worked with Q3D for about six months and released a game with it. There are a couple of gotchas when working with Blender to import models:

1. Make sure you are using the three.js R71 exporter. Later versions of three.js made some breaking changes.
2. Make sure you are calling at least one of your diffuse map textures "DiffuseMap" in the animation editor in Construct 2.

Also, in case you haven't already, read all the way through the excellent Q3D manual: https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

I will be here off an on, as I am currently working with Unity on a bigger project. I still love working with Construct and Q3D, so I will try to check here periodically if you have questions.

PS - @fuego96 is a genius. Be sure to bug him too. :)
PPS - @QuaziGNRLnose is also a genius.
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Post » Mon Jul 24, 2017 5:38 am

cjbruce wrote:I will be here off an on, as I am currently working with Unity on a bigger project.

Treason !
Actually, I'm probably going to get a Developer cert.

cjbruce wrote:PS - @fuego96 is a genius. Be sure to bug him too. :)
PPS - @QuaziGNRLnose is also a genius.

Flattery will get you... attention :-)
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Post » Mon Jul 24, 2017 9:33 pm

fuego96 wrote:Treason !
Actually, I'm probably going to get a Developer cert.


:)

Unity has its strengths and weaknesses. I am really missing the Q3D cylinder collider in Unity right now, but I need the Unity collaboration features, decals, and particle systems, and I'm looking forward to finally exporting to Apple TV. I would still rather work in Construct though.

I am much faster with Construct.
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Post » Tue Jul 25, 2017 12:33 am

cjbruce wrote:Unity has its strengths and weaknesses.

Not going to lie. I could do my racer in Unity four times quicker. Perhaps with better physics as well.

However, the .apk was 43MB vs. 10MB from C2 Cordova, and I wasn't even trying hard with C2. I saw some great indie games on the web and on Play Store and it was pretty easy to pick out the ones made with Unity (even without the Unity logo).

They were the ones I didn't want to download. Really, imagine downloading a racer (like OnTrack) and using up 43MB of mobile device storage.

The more decent Unity games weighted in at least 50MB. Ridiculous.
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Post » Tue Aug 08, 2017 11:20 pm

Good evening.
I am having an error while trying to load Q3D:
Can someone help me? Please.
uncaught reference error three is not defined http://localhost:5000/q3dpoint_plugin.js line 243 col 2
Huemerson
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Post » Wed Aug 09, 2017 1:15 am

@huermerson

You need to add Q3D master first.
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Post » Mon Aug 21, 2017 12:16 am

Hello!

.json format is unusable because I get the "cannot read property 'length' of undefined" error. No model is shown at all.

Also, could anyone relink the examples? Or give some kind of capx to look at and learn ^^?

e: Also, how do you load .mtl file that comes with .obj? For some reason I can't get it to work when it's in the folder.
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Post » Mon Aug 21, 2017 6:56 pm

vikuserro wrote:.. json format is unusable because...

According to the manual (see second answer below), the best version of the threejs exporter for Blender (just assuming here) to use for Q3D is r71. You can download it from here.
https://github.com/mrdoob/three.js/releases/tag/r71

Works just fine.


vikuserro wrote:...how do you load .mtl file that comes with .obj?...

The concepts are rather different. Best to check the manual.
cjbruce (really helpful guy) has posted a link to the manual just a few posts above. Here is the link.
https://www.dropbox.com/s/vpn0mbh4m7lo9zj/Q3D%20Users%20Manual%20V2-4_2.docx?dl=0

Hope it helps you. Sure did help me.
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Post » Mon Aug 21, 2017 10:02 pm

Thanks!

Turns out I just used bad export settings in blender, it works now.

Now all I have to figure out is how to make objects clickable by mouse cursor (obviously, when using camera they don't line up with their positions on the layout) and I'm ready to go with my project.


e: @purplemonkey @QuaziGNRLnose - could you reupload your examples ^^? If anyone has, that would be nice.
I am mostly interested in mouse usage.

e2: hm... I think i'll use that rotation matrix for cursor + raycast from camera center to the cursor.
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