Hi, there! First of all, congratulations and thank you for developing this much needed plugin!
I am creating a 2.5D platformer, but, after implementing some basic functionality to make the camera follow the player, I noticed that the objects on the left or right border of the screen pop in instead of just being there. Any idea of how I can prevent that and make sure that objects within the camera view are always visible?
I've attached a gif to illustrate the issue. The issue is noticeable if you look at the floor close to the horizontal border the player moves toward.
Yes, I used the bounding box scale ACE. Here is a screenshot of a model at the right border, with its bounding box scale set to 2x:
I've noticed that this behavior during runtime is very similar to what happens to 3D models in the layout editor. Here is a gif to illustrate what I mean (I'm scrolling the layout manually with the mouse):
I don't know if seeing the same symptom happening in the layout editor might give us any clue, but I thought I should include this. Perhaps this is caused by some project setting?
Can you send me a simple test project with your models showing this issue? I can take a better look at it that way. Layout debug may not help since you can't use the ACE. I send sendgb.com to share files temporarily.
secondary nodes seem to light weird. notice that when I export just one node (the sprockets here) they light fine on their own. any idea? (the turret is it's own object so is unrelated to the body) It must be related to my object as testing with the clerk model from your examples is fine. But I don't what property of my object could be influenced by the other nodes
there was no lighting but I figured it out. I had a mesh with a material but no texture. and that dark blue in the picture was the same base color of that material.
I don't know why it overrode other materials (and only on nodes not the first one selected) but that was it
i dont know where should i post this comment on 3D object plugin or 3D physic plugin xD, my question is how can i update bounding box while 3D object animation play?
ah that was it. I did not know that was even an export setting. It seems to have been added in Blender 4.0 as this was never an issue in 3.0 up. For anyone else that has this issue. You can find it here in Blender 4.X export settings.
I see what you want to do, this takes some 3d math to do. I will add an ACE to set a quaternion, but then you need to do the 3d math to set it properly. Probably will add next week.
It just picks a point in the mesh defined by the number and position of the point in the mesh list of points.
If you want to be more specific create a very small box and attach it to the model where you want the node to be, so that any of the points will be close to the location desired.
Also be aware that this may not work in gpu skinning. Instead use static geometry setting when this is needed.
I'm working on a simulation game about a children's playground, but it will take a while (only 30% of the progress is done at the moment).
Due to the fact that there are a lot of 3D models used (about 30 different models), the performance will need to be optimized again later on (the image only show 1/5 of the game as it is still being designed).
I'll share it with you later if it's done.
Thank you very much for the addon, it makes it easier to make 3D games!
Hello! I would like to be able to rotate a 3d shape eg prism, about a 60 degree axis (the blue line) to go from position A to position B in the diagram.
I have tried every way to alter rotation but can't achieve this. please help.
Hello! how can I change the appearance of a 3dobject during runtime? I have tried load material from sprite but I can't get that to work, and load material but I can't get that to work either. Thanks!!!
Hi, I noticed an unpleasant bug, I load the character into the game and everything works fine, but if you add him to the Family, then his legs disappear
Does the family have an effect or something like that? If so, can you say which one and if you want me to take a further look a small repro would help debug.
You can send me the project via DM over at the Construct Community Discord server (to Mikal). If you are ok sharing a simple test project publicly, you can use sendgb.com to send files and share the link here.
Hello, can you show me using a small example in Construct 3 engine, how to display 3D models and animations for all players using the Photon Engine multiplayer plugin.
tried different options. And for the first person who entered the room, his 3D avatar is displayed, but for all subsequent ones, it is not displayed, as well as the animations that are triggered.
I do not use the Photo Engine plugin, so I am not sure what might be causing the issue. Does it already work using sprites for players instead of 3DObject?
Hey Mikal, thanks for the great plugin. I'm getting some trouble with my objects when I use effects on them. Even the SSAO effects is bugged. I'll link an example with it enabled:
Hey kindeyegames, I'm not sure if you saw my reply to your request of a project file containing the bugs I had reported previously. Since the response was pretty deep in the thread, you may have missed it, but I did manage to put together a demo for you showcasing the issues I mentioned back then.
Hey Mikal, thanks for this great plugin. Can you add a feature like playing the animation from a place where we want to play it? It can be useful for animation changes.
Hi, in the version "3DObject-2-64-0", when project "Max spritesheet size" set to 2048 or higher, will cause material rendering errors in some 3DObjects with “Image texture” checked. (previous versions were normal)
You can check the screenshot and example ".c3p" file below:
I'd like to follow up on the progress of fixing this bug, as I've noticed that it keeps causing some strange issues.
Currently it has come up again:
if the 3DObject is set to Static, when loading a material from sprite, some sizes of the sprite canvas (eg: 256x256) will causes the material to render incorrectly.
This can only be solved by disabling the project's "Max spritesheet size". This may be the same bug causing the problem.
Please check the screenshot below, and the new .c3p file.
Yes, currently static does not handle all of the UV related actions (e.g. remap to sprite, etc.) I will take a look if is possible to adapt to static mode.
Hello awesome work, I have a problem using the plugin. When my character moves the camera scrolls and at the sides of the screen the polygons disappears. Any idea how resolve it?
Hard to tell why, is that a single model or multiple models? If multiple models, perhaps it is not rendering because C3 engine does not know it is onscreen. If you can share a simple example project, I can take a quick look.
Hello, the floor is a 3d tile, compound by a lot of chunks. I will share the project and a video, I hope you can find a solution. The rare thing is this does not happen with the 3d shape object provide by construct 3. But obviously I prefer use your pluging.
Hello, I would like to report that the object pivot point becomes unaligned from the object when the object is placed on a layer with a Z Elevation other than 0.
Ok I don't want to be a pain, but I do want to show you one last thing ^ ^' I am having this issue when adding effects to 3D Object, and I am also getting this when adding Effects to a Sprite with the Rotate 3D behavior.
The object gets cut off either at the top or bottom (depending on object scale and Z Elevation.)
I did manage to work around this by setting the Layer Elevation of where I have the object to 1. But it just about works with the exact values I have for the object scale and whatnot, which is why in the previous message there is no visible glitch on the star. As soon as I change those values a little bit, I get the result on the video below.
One other problem that I get by having the 3D Object in a layer that has > 0 Z Elevation is that if I attempt to rotate it, it doesn't rotate on what should be its pivot point. (what I mentioned on the first comment)
I initially thought that this was a problem with Construct's 3D features in general, but I'm not getting these issues with the 3D shapes.
It would be great if these issues could be fixed somehow.
Thanks for looking into it! Very appreciated. It would be great to be able to freely use effects without these workarounds. These things are mostly what's holding me back at this moment. Once I'm able to overcome these limitations I should be able to get some eye widening results.
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Hi, there! First of all, congratulations and thank you for developing this much needed plugin!
I am creating a 2.5D platformer, but, after implementing some basic functionality to make the camera follow the player, I noticed that the objects on the left or right border of the screen pop in instead of just being there. Any idea of how I can prevent that and make sure that objects within the camera view are always visible?
I've attached a gif to illustrate the issue. The issue is noticeable if you look at the floor close to the horizontal border the player moves toward.
Try scaling the bounding box using ACEs and also use C3 debug mode to check the current bounding box.
Thank you for getting back to me on this!
I tried setting the bounding box scale of those 3d models, but no luck. I even tried absurd numbers like 100, but to no avail.
Any other suggestions?
Did you try the bounding box scale ACE? Did you look at the objects bounding box in debug? Can you post a screenshot of that neat the edge?
Yes, I used the bounding box scale ACE. Here is a screenshot of a model at the right border, with its bounding box scale set to 2x:
I've noticed that this behavior during runtime is very similar to what happens to 3D models in the layout editor. Here is a gif to illustrate what I mean (I'm scrolling the layout manually with the mouse):
I don't know if seeing the same symptom happening in the layout editor might give us any clue, but I thought I should include this. Perhaps this is caused by some project setting?
Can you send me a simple test project with your models showing this issue? I can take a better look at it that way. Layout debug may not help since you can't use the ACE. I send sendgb.com to share files temporarily.
secondary nodes seem to light weird. notice that when I export just one node (the sprockets here) they light fine on their own. any idea? (the turret is it's own object so is unrelated to the body) It must be related to my object as testing with the clerk model from your examples is fine. But I don't what property of my object could be influenced by the other nodes
to add on to this the model loads fine on the tester sites
How are you doing lighting? Is it enabled on all the objects? Do you have any shaders for materials? Bump maps, etc., are not supported.
there was no lighting but I figured it out. I had a mesh with a material but no texture. and that dark blue in the picture was the same base color of that material.
I don't know why it overrode other materials (and only on nodes not the first one selected) but that was it
Good job figuring it out.
i dont know where should i post this comment on 3D object plugin or 3D physic plugin xD, my question is how can i update bounding box while 3D object animation play?
Are you using gpu skinning support? You may need to use static geometry instead.
okey thank you!
hey I got this error after installing the 2-27-0 version
Try the latest version uploaded.
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/828933/fix-addon-fix-corru...
Apologies if the addon was corrupted for you; use safe mode to uninstall the addon:
https://www.construct.net/en/make-games/manuals/addon-sdk/guide/safe-mode
thank you! it works now
I am getting an error and I am not sure what it means.
When I set the object source in C3 I get "error: gltf, unhandled bufferView, try exporting gltf without using sparse accessors"
The model loads fine on the tester sites. the error it gives me is "
0
UNUSED_OBJECT
This object may be unused.
2
/meshes/0/primitives/0/attributes/TEXCOORD_0
" But I Don't know what that means.
I uploaded the file I am testing if you wanted to look at it.
https://drive.google.com/file/d/1JPLh9YELbWTffP7mHefZT7v2FmyJtujR/view?usp=shari...
Hmm, you could try importing to blender and then exporting, but change the export properties to not allow sparse accessors.
ah that was it. I did not know that was even an export setting. It seems to have been added in Blender 4.0 as this was never an issue in 3.0 up.
For anyone else that has this issue. You can find it here in Blender 4.X export settings.
Great, thanks for adding the picture.
Try this with the original file:
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/828684/fix-accessors-add-s...
that fixed the issue
thanks again
https://sendgb.com/UWXo3nvhNTx
, here is link...
I see what you want to do, this takes some 3d math to do. I will add an ACE to set a quaternion, but then you need to do the 3d math to set it properly. Probably will add next week.
ok thanks
Ok, I looked and the ACE is already there. Use Enable Quaternion and Set Quatrenion.
Set quaternion uses this format: "[x,y,z,w]", where x,y,z,w are the values of the quaternion.
You can use JS to create the quaternion using the globatThis.glMatrix libraries, they are documented here:
You could try:
setAxisAngle(out, axis, rad)
https://glmatrix.net/docs/module-quat.html
thanks
Hi, thanks for your reply, here is a test .....
https://drive.google.com/file/d/1Z3WFFDmTIyCTQur6u1Bz4tMStKRL2iF4/view?usp=drive...
original question....
I have tried every way to alter rotation but can't achieve this. please help.
I don't have access to the file. I use sendgb.com to send files without sign in needed.
question about the NodePointPosition("name",num) expression.
How do you set a point on a model? if I load the model used in the example I don't see a point where the effect is.
It just picks a point in the mesh defined by the number and position of the point in the mesh list of points.
If you want to be more specific create a very small box and attach it to the model where you want the node to be, so that any of the points will be close to the location desired.
Also be aware that this may not work in gpu skinning. Instead use static geometry setting when this is needed.
Hi kindeyegames,
Has the method of calling disable node changed since version "3DObject-2-71-7"? Disabling nodes with no animations models doesn't work now.
Please check the demo file blow with the latest version(2-71-8) and also "2-71-1"of the addon.
3DObjectNodeDisable.c3p
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/816403/fix-node-disable-fi...
It's ok now, thanks!
Great! Also any image to share from your game, always interested to see what folks are doing with the addon.
Hi kindeyegames,
I'm working on a simulation game about a children's playground, but it will take a while (only 30% of the progress is done at the moment).
Due to the fact that there are a lot of 3D models used (about 30 different models), the performance will need to be optimized again later on (the image only show 1/5 of the game as it is still being designed).
I'll share it with you later if it's done.
Thank you very much for the addon, it makes it easier to make 3D games!
Cool, looks fun!
Hello! I would like to be able to rotate a 3d shape eg prism, about a 60 degree axis (the blue line) to go from position A to position B in the diagram.
I have tried every way to alter rotation but can't achieve this. please help.
Can you share a test project with the object you are trying to do the rotate. It may be specific to what the 3d model is using for a 'center'
Hello! how can I change the appearance of a 3dobject during runtime? I have tried load material from sprite but I can't get that to work, and load material but I can't get that to work either. Thanks!!!
Hello, great addon! I would like to know it an axis of rotation could be set to 60 degrees, to rotate a 3d object around.
Not exactly sure what you mean, but there is a rotation ACE.
thanks for your message. I would like to rotate this red triangle about the blue line as an axis of rotation, is that possible?
In this case, try the ACE rotation with different values and see if you can get what you want.
Hi, I noticed an unpleasant bug, I load the character into the game and everything works fine, but if you add him to the Family, then his legs disappear
Does the family have an effect or something like that? If so, can you say which one and if you want me to take a further look a small repro would help debug.
I've now overwritten it, it's not from the family, but because of the GPU settings skinning is True
I can't send the C3 project file here
You can send me the project via DM over at the Construct Community Discord server (to Mikal). If you are ok sharing a simple test project publicly, you can use sendgb.com to send files and share the link here.
The hero of the community!
Is it possible to influence the bones of 3D objects? For example, to make a ragdoll
No, it is not. You could connect separate 3d objects with physics / joints to make a rag doll though.
ok)
Hello, can you show me using a small example in Construct 3 engine, how to display 3D models and animations for all players using the Photon Engine multiplayer plugin.
tried different options. And for the first person who entered the room, his 3D avatar is displayed, but for all subsequent ones, it is not displayed, as well as the animations that are triggered.
I do not use the Photo Engine plugin, so I am not sure what might be causing the issue. Does it already work using sprites for players instead of 3DObject?
how to fix it? i (just tryed to export android game)
This is not related to the addon. Pleaae contact C3 support.
hi guys, who knows how to make a 3D enemy so that he turns on the player?
Hey Mikal, thanks for the great plugin. I'm getting some trouble with my objects when I use effects on them. Even the SSAO effects is bugged. I'll link an example with it enabled:
Try scaling the bounding box using the scale bbox ace.
SSAO is also meant to be used on a layer rather than an object.
It worked. Tysm!
Здравствуйте, я покупал аддон за 10$, сейчас он бесплатный, могу ли я получить доступ к другому платному аддону?
Hey kindeyegames, I'm not sure if you saw my reply to your request of a project file containing the bugs I had reported previously. Since the response was pretty deep in the thread, you may have missed it, but I did manage to put together a demo for you showcasing the issues I mentioned back then.
Here's the link to the demo just in case you didn't see it:
Note that to catch some of the bugs, you may need to lower the camerahttps://creativeed.itch.io/construct-3-3d-object-rotate-3d-bugs
thanks for sending again, I am working on gpu skinning right now, but can take a look at this next week
Appreciate it, looking forward to it! Love your work.
Hi, im wondering why 3Dobject dont have conditions: 'Is overlapping another obiect' or 'on collision with another object' ?
I typically use 3DObject as a visual component and either physics for collision or a separate 3DShape for collision.
Hey Mikal, thanks for this great plugin. Can you add a feature like playing the animation from a place where we want to play it? It can be useful for animation changes.
IS there a fresh tutorial on how to use the plugin? construct is changed, blender is changed, and things don't work right as I see
No fresh tutorial, but try some of the later examples.
but how to export models? I feel there is a problems with old method
for blender gltf export all you need to do is uncheck +Y Up
Hi, in the version "3DObject-2-64-0", when project "Max spritesheet size" set to 2048 or higher, will cause material rendering errors in some 3DObjects with “Image texture” checked. (previous versions were normal)
You can check the screenshot and example ".c3p" file below:
Bug_test.c3p
Thanks for the bug report and the example project to debug.
ok, I see the issue (when static geometry and instance tex) and know the issue - will work on a fix over the weekend
Hi kindeyegames,
I'd like to follow up on the progress of fixing this bug, as I've noticed that it keeps causing some strange issues.
Currently it has come up again:
if the 3DObject is set to Static, when loading a material from sprite, some sizes of the sprite canvas (eg: 256x256) will causes the material to render incorrectly.
This can only be solved by disabling the project's "Max spritesheet size". This may be the same bug causing the problem.
Please check the screenshot below, and the new .c3p file.
Demo file:
Bug_test_new.c3p
Yes, currently static does not handle all of the UV related actions (e.g. remap to sprite, etc.) I will take a look if is possible to adapt to static mode.
Hello awesome work, I have a problem using the plugin. When my character moves the camera scrolls and at the sides of the screen the polygons disappears. Any idea how resolve it?
Hard to tell why, is that a single model or multiple models? If multiple models, perhaps it is not rendering because C3 engine does not know it is onscreen. If you can share a simple example project, I can take a quick look.
Hello, the floor is a 3d tile, compound by a lot of chunks. I will share the project and a video, I hope you can find a solution. The rare thing is this does not happen with the 3d shape object provide by construct 3. But obviously I prefer use your pluging.
Thank you so much.
scroll_example.c3p
Try increasing the bounding box scale, using the ACE of the same name
it´s works, thanks a lot!!
Hi. Great plugin. Is there any way to play the animation of GLB object in reverse, or at least - to set the desired frame of the animation?
Those features are not yet available. The addon is open source and open to PRs / changes.
Hi, there is an object rendering bug in version 3DObject-2-63-*, you can check the screenshot below:
the .glb file download link: 3DObject_RenderBug.glb
I have tested more than 20 Objects of similar type, and this Object is the only one with this problem. But in previous versions it was OK.
Can you help to troubleshoot the exact cause?
thanks for the test case, can take a look later in the week
try 26.2.3, fixed corner case of mesh size being multiple of batch size
Hi, it's ok now, thanks for the update!
Wow! That fixed a model I have in my current project! Thank you!!!
Hello, I would like to report that the object pivot point becomes unaligned from the object when the object is placed on a layer with a Z Elevation other than 0.
Wanted to show you something cool:
Ok I don't want to be a pain, but I do want to show you one last thing
^ ^'
I am having this issue when adding effects to 3D Object, and I am also getting this when adding Effects to a Sprite with the Rotate 3D behavior.
The object gets cut off either at the top or bottom (depending on object scale and Z Elevation.)
I did manage to work around this by setting the Layer Elevation of where I have the object to 1. But it just about works with the exact values I have for the object scale and whatnot, which is why in the previous message there is no visible glitch on the star. As soon as I change those values a little bit, I get the result on the video below.
One other problem that I get by having the 3D Object in a layer that has > 0 Z Elevation is that if I attempt to rotate it, it doesn't rotate on what should be its pivot point. (what I mentioned on the first comment)
I initially thought that this was a problem with Construct's 3D features in general, but I'm not getting these issues with the 3D shapes.
It would be great if these issues could be fixed somehow.
will have some time to look at this in a week or so, the addon is open source and we do take pull requests (approve submitted fixes)
Thanks for looking into it! Very appreciated.
It would be great to be able to freely use effects without these workarounds. These things are mostly what's holding me back at this moment. Once I'm able to overcome these limitations I should be able to get some eye widening results.
Ok, have some time to look at this, can you please send a test project with the issues and a little explanation about what to look for in the issue?
Checking in again, if you still need help with this. If so, please send a test project, etc.