მთავარი » 2016 » მარტი » 4 » Ambiera CopperCube Professional 5.4 Multilingual
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Ambiera CopperCube Professional 5.4 Multilingual

CopperCube is an editor for creating 3D apps, games and 3D websites. Import or create your 3D models, set camera controllers, materials, behaviors, click 'publish' and your app is ready. Create everything from simple model viewers to full 3D games. As WebGL websites, Flash .swfs, Mac OS, Windows, or Android apps. You can do all this without programming.

Import 3D files from your favourite 3D modelling package
CopperCube imports 22 file formats, for example from Lightwave, 3DS Max, Maya, Blender, Milkshape, Truespace, DeleD or AutoCAD. After import, you can correct the models and its materials directly in CopperCube, or hot-update them if you change them in your 3d modelling software.

No Programming necessary!
Creating interactive 3D scenes can be done using CopperCube without the need to write one single line of code. There are even selectable behaviors for artificial intelligence controlled enemies. 

Scripting API for advanced users
If you want to use code to create your games and apps, you can of course also use CopperCube's integrated scripting API. Using javascript, you can create your own Actions and Behaviors, and share them freely with others, or even run any javascript code on-the-fly, using the Execute javascript action. Also, on the Flash target, you can use ActionScript 3 additionally. 

Create everything from Model Viewers to full Games
CopperCube is ideal for creating 3D educational programs, architectural visualizations, military simulations, product configurators, games, e-learning applications and 3D prototypes. There is no limit in what can be created with CopperCube.

WebGL editor
CopperCube is the WebGL editor: It was the first full 3D editor to create interactive WebGL scenes, and has accumulated so much knowledge of WebGL that it is today probably the best editor for creating WebGL 3D scenes and games. 

What's New in Version 5.4:

• Heightmap import support for terrain
If you want to sculpt your 3D world terrain with another software, you can do this now, too. Coppercube now is able to import terrain heightmaps of the formats .raw, .r16, .r32, .png, .tga and .pgm. It also has the option to automatically apply textures to imported terrain and distribute grass onto it. 

• Integrated Texture Packer
CopperCube now has an integrated texture packer. This is useful if you are using 3D models (for example downloaded from the web) which weren't optimized for games. Most of 3D models available online have lots of textures applied to them, which slows down your game while rendering. You can now simply right-click such a model in your game, and select "Modify -> Pack all textures of selection into one". This will optimize your 3d model and make it render much faster. 

• Much smaller, compressed files for WebGL
CopperCube now generates up to -80% smaller files for WebGL (depending on content). Files are now compressed, causing WebGL websites to download and start much quicker. This feature is optional and can be turned off in the publishing settings. 

• Much smoother first person shooter style camera
The first person shooter camera now has a new property named 'movement smoothing', which when turned on causes the movement of the player to be much softer, even on very slow systems. This is nice especially for mobile apps and the WebGL target, but movement also on the Windows and Mac OS X apps feels now much more natural, when turned on. 

• Full web page WebGL support
There is now an option in the publishing settings to enable your game/app to use the full web page size. 

• Footstep sounds
It is now possible to play foot step sounds easily. Simply attach the 'footsteps' behavior to any object, and once it is moving, one random of three actions is run, after a specific foot step length. Use those actions to play sounds, blow up dust, or similar. 

• Box testing for "On proximity do something" action
The "On proximity do something" action now has a setting named 'testArea'. Set this to 'box' instead of the default 'sphere', and your objects will be tested against a box, which is more exact and useful in a lot of cases. Also, the box is rotated and scaled with the object, so you can also test for non-orthogonal areas now. 

• Nicer 2D image drawing
You can now specify if a 2D image drawn as part of a 2D Overlay will be drawn 'sharp/pixelated' or 'blurry/filtered' when it is scaled. Both options make sense, depending on the type and use case of your 2D overlay. Now you can choose manually which option will be used. 

• New "Recalculate normals" command
The command for recalculating tangents and binormals, which is intended to be used for normal mapped geometry only now also works for all kinds of static geometry. It has also been renamed accordingly "Recalculate normals and tangents...". You can use it to recalculate and fix normals for all kinds of static meshes now. 

• Possibility to update static Phyics geometry
The new scripting function ccbUpdatePhysicsGeometry() is able to update the internal collision geometry of the physics engine. If you move a part of the static collision geometry while your game is running, and want the physics engine to respect that, simply run this new command afterwards. You can do this for example with a 'Execute javascript' action. 

• Pan support for Model Viewer Camera
If you are using the model viewer camera behavior, you can now enable pan for it. This works when pressing both mouse buttons at the same time. It is implemented inm the downloadable extension behavior 'Model Viewer Camera Extended' from the extension download page here. 

• Improved .OBJ file loader
The .obj file importer is now more compilant and can even import corrupt .obj files found on the web. It is also now able to import files correctly, exported with some newer version of a more popular 3d modelling software, which seems to add some unexpected characters into the file sometimes. 

• Increased WebGL performance
WebGL performance is now much better, on all browsers: Internally, the engine now uses requestAnimationFrame() if this turns out to perform better on the target browser. 

• other, smaller new features:
- Updated documentation with examples and more details
- Improved french translation
- Extension scripts in WebGL now also can handle right mouse button events
- A handfull of smaller bug fixes.

 


 

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