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

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Post » Sun Dec 28, 2014 8:50 pm

but the problem is, if is no example its going to be harder, and long to put in place for the users, if your plugin has those kind of functions implemented, it really help to work faster..

and thanks again for all your help :D

i still get an error message for the version of Q3Dmaster version 2.3, but i have the version 2.2 :p
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Post » Mon Dec 29, 2014 2:10 am

It is possible to capture a PNG with alpha of the 3d object?
this is my scene http://mattepainting.be/test3/index.html
i would like to make the snapshot of the 3D object but without the white background, i don't know if its possible with Q3DMaster :p
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Post » Mon Dec 29, 2014 3:13 am

theres no action for it. I'll look into adding one.
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Post » Mon Dec 29, 2014 4:26 am

@QuaziGNRLnose, Thanks a lot for the camera controls! I am sure this will help lot more people like me! Thank you very very much...
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 » Mon Dec 29, 2014 9:26 am

aaaaaaaah exellent news also lol :D "theres no action for it. I'll look into adding one."
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Post » Mon Dec 29, 2014 11:22 am

This is a great plugin and is working really nicely if you have experience with 3D game engines. People should stop demanding weird features just for their own purposes that has nothing to do with 3D game engines and let QuaziGNRLnose improve this plugin with the stuff that's important and hopefully soon support skeletal animations and animation blending.
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Post » Mon Dec 29, 2014 12:43 pm

Yup, skeletal animation is a must have feature.
http://www.schizokoa.com we are a small game jam group, visit us!
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Post » Mon Dec 29, 2014 2:15 pm

well about the "own purposes", nemo, those function im looking for are really useful for everyone, not just for "me", if this plugin can be easier to use, its better for us, because actually its complicated to use, with all those math to put in place if we want something working.
also as a 3D modeler, i don't have the knowledge of coding functions we never see/use in a 3d software.
for a new user it's completly normal to ask a lot of questions about a new product and get the right answers.
if you don't ask questions before you buy a car, some day your'e going to have a bad surprise, and it's the same with a new software/plugin.
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Post » Mon Dec 29, 2014 2:40 pm

As someone who dabbles with 3D stuff from time to time I'd have to agree with @nemo - some arbitrary control systems do not belong in a plugin - if you have a way to manipulate object/camera angles that's enough to build a custom interface around.

The more there is in a plugin, the higher the chances of bugs, problems, etc. Keep it lean and clean and efficient.
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Post » Tue Dec 30, 2014 12:51 am

@QuaziGNRLnose

I have a project that uses two cameras and two viewports. When I set Q3DMaster BG Alpha to 0 and use Inside as the render mode - it doesn't render correctly. When I use Infront everything looks as it should. You can test this with your Raycaster & Viewports example.
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