This is a repository that contains addons for Blender specifically for creating models and levels for use with the Trial engine.
Then you can download the latest release of our plugin and the dependent KHR_physics_rigid_bodies
directly here from GitHub. The zip files can be imported into Blender just like any other addon.
Activating the plugin should give you a new menu entry under Add
to create trigger volumes, as well as new action properties specific to Trial. Finally, it hooks into the glTF2 plugin to properly export and import the extra data.
The export/import defines the SHIRAKUMO_trial
extension block, which can contain different fields depending on the type of node it is attached to.
On rig nodes the fields are:
cancelable
(animated) Whether the animation can be cancelledinvincible
(animated) Whether the character is invincibletargetDamage
(animated) How much damage to deal to the targetstunTarget
(animated) How much stun time to add to the targetknockTarget
(animated) Whether the target should receive knockbacklockTarget
(animated) Whether the attack target should be locked into the place and orientation of the object namedtarget
lockCamera
(animated) Whether the camera should be locked into the place and orientation of the object namedcamera
On object nodes set as physics objects the fields are:
virtual
If true the object should not be rendered but still participate in collisionstrigger
form
The Lisp expression to evaluate
spawner
spawn
The object to spawn. Can either be:- The name of another object in the scene
- A Lisp expression designating a list of the object class and the initialisation arguments
spawnCount
The number of objects to spawnautoDeactivate
Whether the trigger should deactivate after all spawned objects were removedrespawnCooldown
How much time to wait to respawn a removed object
killvolume
kill
A Lisp type expression to match which objects to remove when entering the trigger volume
checkpoint
spawnPoint
The location at which to respawn after triggering the checkpoint
progressionTrigger
state
The state to update. If unset defaults toprogression
value
The value to update it with. If unset defaults to1
mode
The mode to determine how to update the state. If unset defaults toINC
. Can be one of:INC
The new value is thevalue
added to the current state valueDEC
The new value is thevalue
subtracted from the current state valueSET
The new value is thevalue
condition
The condition that must be true for the state update to happen. If unset defaults toT
. Should be a Lisp expression that evaluates to a boolean.
cameraTrigger
state
What state the camera should be in once hitting this trigger. Can be one of:FREE
The camera can be freely moved by the playerFIXED
The camera is in a fixed offset to its targetANIMATED
The camera follows the path and orientation encoded in the animation named bytarget
target
The name of the object to target. If unset, don't change the target.offset
The offset of the camera to the target as a triplet of coordinates:DISTANCE
The distance between the camera and the targetANGLE
The angle on the world XZ plane that the camera is atHEIGHT
The angle of the camera on the Y quadrant above the XZ plane
interactable
interaction
The interaction to present for the interactable object.form
The Lisp expression to evaluate on interaction.kind
The interaction type on this object. Can be one of:PICKUP
An object that can be picked up. Should disappear after interaction.INSPECTABLE
An object the player can look at more closely. Can be repeatedly inspected.USABLE
An object that triggers some kind of interaction.BUTTON
Same asUSABLE
but with a different context.
On animations the fields are:
type
DEFAULT
Default animation that is just played back with no engine assistance.BLOCKING
A blocking animation that has acancelable
property.PHYSICAL
A physical root-motion animation.
velocityScale
How much to scale the physical root motion byloop
Whether the animation should loop or notnext
The name of the animation to queue after this oneblendDuration
The default duration (in seconds) to use when blending to this animationeffects
An array of effects triggers, with each element being an effect description:start
The point in time during the animation at which the effect should be startedend
The point in time during the animation at which the effect should be stopped. Can be omitted.effect
The name of the effect to trigger.
On scenes the fields are:
envmap
The path to the hdr environment map fileenvmapOrientation
A 3-component vector designating the orientation of the environment mapenvmapColor
A 3-component color multiplier of the environment map