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Models in the scene

Placing a 3D model, choosing its animation, using it as the player, adding textures and recorded sounds, and checking the package limits and the credits in editor 0.4.0.

DescribesEditor 0.4.0 For creating without programming

On this page

Since editor 0.4.0 a game can have 3D models, image textures and recorded sounds. Models are made in the asset workshop or brought in with the importer. This page explains how they are used once they are in the project.

Placing a model#

The project's models are in Place pieces, in the Project models category. Each card carries the model's name and, in the corner, how many clips it has.

  1. Click the model's card, or drag it to the viewport.
  2. Click where you want it, or drop it there.

The model comes in at its natural size: the one the file has, where one unit is one world unit and the game character is 1.8 tall. It is moved, rotated and resized like any piece. Back to natural size, in Details, undoes the size changes.

If there are no models yet, the category says so: "No models yet. Import them (glb, fbx, obj…) or make them in the workshop", with the Import… button.

The project's models, ready to place.

Details of a model#

With a piece with a model selected, Details has the Model category:

FieldWhat it is
Project modelWhich of the models the piece shows.
Animation (clip shown while playing)The clip that repeats during the match, with its length. None: at rest leaves it still.
Triangles, bones and natural sizeWhat the model weighs for the engine.
Back to natural sizeBrings the piece back to the model's measures.

Below, a note reminds you that from code you use pieza.reproducir(clip), pieza.pararAnimacion() and pieza.clips.

The Material color is not used on a model: the model brings its own materials and textures, and Details says so.

The clip shown while playing.

The animation is only drawing: it does not move the piece or change how it collides. A model collides as its box, as a capsule, as a close-fitting shape or not at all, depending on what was chosen when it was imported; never against the whole mesh.

The player with a model#

In Details, with nothing selected, the Player look category has Player model in this scene. The usual one (no model) keeps the game's avatar.

A player model is drawn at the avatar's height and only uses four clips: quieto, caminar, saltar and caer. Details says which of those the chosen model has. How the player collides does not change.

Textures on pieces#

A project texture is put on any piece in Details › Material:

  • Texture (project image): which one.
  • Repeat: how many times it repeats along the piece.
  • Pixelated: the pixels look sharp, without smoothing.
  • Draw: opens the texture in the pixel editor.
An imported texture on a box.

Recorded sounds in the rules#

Recorded sounds show up in the play sound action of the rules, after the twelve synthesized ones and marked (recorded). The rule writes sonido.muestra('…') in the script's rules block.

A recorded sound in a rule.

In Blocks mode, the play recorded sound block shows up when the game has recorded sounds. See Asset workshop.

In the Content browser#

The Models, Textures and Recorded sounds filters show the project's. A model card says how much it weighs, how many triangles it has and in how many places it is used; one that is not used carries unused.

Size and uses of each model.

Deleting something that is used warns you first. The card's × says where it is used and that its pieces are deleted too, and offers Delete anyway. It can be undone.

Deleting a model in use asks you to confirm.

Package limits#

The Game card has the Package limits section. Each measure has its bar against the maximum:

MeasureMaximum
Models64
Loose textures64
Recorded sounds32
Size of models, textures and sounds12 MB
.ggx compressed5 MB
.ggx uncompressed20 MB
Model triangles, per scene150,000
Model pieces, per scene300

Below, a table with each model: size, triangles, bones, textures, clips and how many copies there are. These are the engine's limits so the game also runs on computers without a graphics card. The Export dialog repeats the limits.

If something goes over its maximum, the bar turns red with its code, the problem shows up in Problems with a plain-words title and Take me there, and the game is not exported until you fix it.

A limit exceeded: in the Game card and in Problems.

Credits#

Every model, texture and sound has a credit with its author and its license, in creditos.json. What was imported carries what you typed in the importer; what was made in the workshop, your author name and the license propia (your own).

The Game card lists them under Credits of imported assets. They travel inside the .ggx, but the game does not show them on screen yet: if a license asks you to credit the author, credit them in the game's description too.

The credits, in the Game card.

Exporting#

Export does the usual (validate, the bot plays, write the .ggx) and also shows the Package limits. The .ggx carries the models, textures, sounds and credits. Before exporting, the editor exports what changed in the workshop.

A game with models, textures and sounds, exported.

If saving fails#

If the editor cannot save, for example because the project folder has no write permission, a notice appears with Retry, and what you did stays open. The editor does not let you close the project without asking.

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