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

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Post » Thu Jun 05, 2014 11:44 pm

Holy sh*t.. Impressive work here. True 3D for Construct 2 now.
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Post » Fri Jun 06, 2014 1:08 am

Oh wow, that's cool as! Would you be able to do like camera rotation with the middle mouse button or whatever? A future amazing thing like newt pointed out, would be oculus rift rendering :P
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Post » Fri Jun 06, 2014 1:30 am

alspal wrote:Oh wow, that's cool as! Would you be able to do like camera rotation with the middle mouse button or whatever? A future amazing thing like newt pointed out, would be oculus rift rendering :P


Not in the editor, the SDK doesn't give me very much control over how things will work in the editor, so drawing wireframes/simple faces from a fixed orthographic view is all i can really do.
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Post » Fri Jun 06, 2014 3:13 am

Can you do like one of those spinning camera cube control things ("view cube"?) that some of the 3D programs have, when you spin the cube it changes the camera angle in the editor? Or is that again something you can't really do with the C2 editor?
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Post » Fri Jun 06, 2014 5:16 am

C2 editor doesn't do anything for 3D, but browser with debug it would be own 3D editor to adjust the variables
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Post » Fri Jun 06, 2014 7:42 am

@QuaziGNRLnose

Can you request or give suggestions to Ashley on improving C2 Editor to communicate more with your plugin ? I think the same thing happen with lucid and Ashley on Spriter plugin. Ashley needed to modify and make changes for the scml importer for C2.

Can we use physics with this ?
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Post » Fri Jun 06, 2014 7:51 am

what about exporting and importing from the official scene editor?
http://threejs.org/editor/
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Post » Fri Jun 06, 2014 9:53 am

my first 3D mockUp

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Post » Fri Jun 06, 2014 10:47 am

alspal wrote:Would be cool if Scirra worked with these 3D guys to get the layout editor with 3D camera controls, so you can actually place things in a 3D environment. Though I don't see that ever happening.


Yeah I don't see that happening. 2D and 3D is actually very different. They would have to redesign so much. The plugin system is a stroke of genius to keep the engine useful for as long as possible. Similar to how Warcraft 3 stayed alive for so many years. Because of a build in editor.
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Post » Fri Jun 06, 2014 12:03 pm

QuaziGNRLnose wrote:I've been working on the edittime sub-plugin that will allow you to manipulate objects like regular sprites, apply behaviours etc.

it looks like this atm:

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any suggestions?



Looks great!
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