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Thirdperson Camera and Player Controller + Download

marcw
Registered User
Quote
2021-03-09 21:16:29

Hello everybody,

Smn Mhmdy and Vazahat, I am glad to read your positive comments.

Today, I created a new CCB project in which I included one of my digital creations : The "pcon_house". It is a high quality work created with several tools (pCon-planner, the free version of that architectural software, MetaSequoia for the UV mapping, ShaderMap for the PBR materials -> normal maps for CCB ).
The two great Smn Mhmdy behaviors (TP Camera, Texture animation) are used in that little project.

Secured and anonymous links to my OneDrive :

https://1drv.ms/u/s!AjokN1FU3jK1...



:-)


smnmhmdy
Registered User
Quote
2021-03-10 17:44:51

Thank you for sharing @marc, That stylized water fall looks really good :) I can't wait to see your amazing projects. In the meanwhile I'll try to experiment with adding a fake gravity to the player as @just_in_case has suggested


marcw
Registered User
Quote
2021-03-10 18:09:17

Smn Mhmdy, thank you for your kind comment.
The creation of custom-made scripts for CopperCube is not easy at all.
I am impressed by the programming skills of the experts in this forum.


:-)


smnmhmdy
Registered User
Quote
2021-03-11 20:56:49

Just updated the controller (v1.3), This one is not too big as it adds a few quality of life improvements and a few bug fixes:

- Added an accompanying action, SM Thirdperson Action Manager, which can be used to execute built-in actions from the events received by the camera/player controller. It currently contains a few basic events though (such as moving, jumping, etc.) so tell me if you would like an specific event to get added.

- Fixed angleClamp, as it was previously not working properly

- Playing an animation using external actions such as "Set the animation of a scene node" will not overwrite the idle animation until the player's next move anymore

- Added two new private js variables:
smTPCAMERA.mouseInputHandleType : Which is method that handles the mouse input calculations, and is currently between 1 and 2, so if you're experiencing mouse movement issues try changing this variable.
smTPCAMERA.animationLooping : Which can be used to enable / disable the animation looping (true / false).

Also updated the demo file to demonstrate how you can simulate aiming / zooming effect by just changing a few variables when a key is pressed, Make sure to check it out if you're interested :)

@marcw Thank you, Your comments are always appreciated :)


hadoken
Guest
Quote
2021-03-11 21:57:48

Dear @smnmhmdy,

thank you very much for your great effort and the continuous improvements. Gave you some serious $upport back on your "Codename: DROP" itch.io page. Some future indy player games might surely profit from your 3rd Person Controller work.
;-)


marcw
Registered User
Quote
2021-03-11 23:58:14

Hello everybody,

Smn Mhmdy, your SM TP Camera Behavior and its associated SM TP action manager in this new version 1.3 are a very nice improvement as shown with your included demo. There is no doubt that you are a perfectionist.

The study of your scripts is very instructive even if it requires a deep concentration to understand their structure and coding.

Furthermore thanks to your comments, I discovered that CopperCube's behaviours arrangement in the editor is important for a correct execution of a project.

I don't think that such crucial information could be found in the documentation.

A big thank you.

I'll soon test your updated behaviour in a new project with the physics simulation.

Today I uploaded a new version of my "toroid simulation" compiled with CopperCube 6.4. It was one of my very first projects with CC a few months ago.

Here is the link on my OneDrive : https://1drv.ms/u/s!AjokN1FU3jK1...

:-)


just_in_case
Moderator
Quote
2021-03-12 04:34:43

This one is a really cools physics Simulation @Marcw, @Niko should consider it putting as an example file for physics simulation.



smnmhmdy
Registered User
Quote
2021-03-12 11:14:18

@hadoken Your kind and supportive comments were already enough, so your donation is much much appreciated :) Thank you, and I can't wait to see your upcoming projects :)

@hadoken @just_in_case Yeah it is an awesome, satisfying and smart demonstration of the physics engine, well done


marcw
Registered User
Quote
2021-03-12 11:42:03

Hello Vazahat (Just_in_case), thank you for your comment.
However please don't pay too much attention to my draft.

The real star is undoubtedly that great SM Third Person Camera.

Both analysis and programming are truly the work of an expert having a deep insight into CopperCube's mechanism.

I want to explain why I placed a link to my experiment with clones and physics simulation in Smn Mhmdy's thread.

Yesterday I tested in depth the new demo CCB project included by Smn Mhmdy in his new version 1.3.

I noticed that there was a bullet in the scene and that Smn Mhmdy placed a "Shoot" action in one of the behaviors controlling the animated node "man".

I also noticed that he selected the option "Directly hit, no bullet" and I first thought "Smn Mhmdy is a peaceful person".
But my second thought was this one : "perhaps that Smn Mhmdy found something wrong with the option <use a scene node clone as bullet>".

That's why I decided to publish again my test with the physics simulation (I did it a few months ago in another thread -> and my apologies to Robo for not having seen his comment that he posted much later).

Indeed, even if it was the work of a CopperCube's newbee, I was able to find a satisfying method to create clones that could collide and be moved by the physics simulation.

In Smn Mhmdy's demo, the cloned bullets don't collide even if I switched to the physics simulation mode. I tried to understand why. Did I forget to ajust some settings or is there a limitation in the built-in action "shoot" ?

Anyway, I want to learn more about CopperCube and this thread is a good opportunity.

:-)


smnmhmdy
Registered User
Quote
2021-03-12 12:40:32

@marcw Yes, I've noticed that the bullets seem to not collide with the geometry either when using "shoot" action. I was trying to make a demo where you can aim and shoot at an enemy, but couldn't get it to look good without using javascript, so I just scrapped it (as I was trying to use the built-in actions only). That shoot action is probably a left over that I forgot to remove :)


marcw
Registered User
Quote
2021-03-13 14:18:45

Hello Smn Mhmdy,

I am preparing a gift for you : the CopperGhini.


I would like to place your logo on that Italian model that I fully created from scratch with my preferred modeller MetaSequoia 4.

I started that project on 2019-Nov-17. It took me two weeks (working from time to time on it) to obtain a fair low-poly approximation of the real model.

For that purpose I used the free blue-print found on this webpage : https://drawingdatabase.com/lamb...

Yesterday evening I spent my time to create a demo where that car is moving with a modified version of your great SM TP Camera.

I also added a second camera.

Keys 1 and 2 to select one of them : very basic, but it was for the fun.

In this shared folder you can find a CCB file including a draft-export of that CopperGhini (UV maps and wheels are currently missing) :

https://1drv.ms/u/s!AjokN1FU3jK1...



Thanks for watching.

:-)


smnmhmdy
Registered User
Quote
2021-03-13 16:10:21

@marcw That's a really good car model, I'd be honored to have my logo on it and It'd be really cool if you turn the tp controller into a car controller :)


marcw
Registered User
Quote
2021-03-13 21:52:19

Hello Smn Mhmdy,

I am glad to read that you appreciate my digital creation.
As promised, I am going to prepare a special version for you.

About the coding of a Car Controller, I think that you already made the largest part of the work with your TP Camera Controller.

In its simplest version, this car is not rigged. The front wheels are rotating separately according to the direction taken by the car.

:-)


hadoken
Guest
Quote
2021-03-13 22:13:09

Hello @marcw,

I like your car demo already in its early development phase, it gave me some real fun and does me want to come up with some off-road idea for myself (if I only had more time for it...).

Now that we have some serious first and third person controllers for CC, a wider range of possible game ideas opens up, hopefully advancing our beloved 3D game engine.


creaturefreak
Registered User
Quote
2021-03-14 02:58:52

smnmhmdy wrote:
@marcw Yes, I've noticed that the bullets seem to not collide with the geometry either when using "shoot" action. I was trying to make a demo where you can aim and shoot at an enemy, but couldn't get it to look good without using javascript, so I just scrapped it (as I was trying to use the built-in actions only). That shoot action is probably a left over that I forgot to remove :)


Hey Sam....ha ha! in order to have bullets collide with Objects you must add a game behavior "Game Actor with Health(AI player) etc . This happened to me and I was stumped..but then added that behavior to a simple cube...and "boom" bullets worked shooting from Non-AI objects etc.


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