Welcome to the home of P3D |
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![]() P3D now supports editing and creating animated meshes. You can edit all sorts of animations, including bone & mesh . Support for rigging a mesh in in P3D is coming , with some tools to make that easier. P3D now as a YouTube page / channel. Filling with tuts and tip videos.
With P3D you can edit and setup NG's extensive texture blending and alpha settings. Example below of hull damage on a solid body is done only with textures & NG blend modes. ![]() ![]() |
![]() P3D was built to allow users to rapidly build & import the assets into the native .N3D format that NG products use. This dramatically speeds the load times and allows the .N3D file to act as a main asset container for meshes, textures, & shaders. This results in better work flow and faster production time. With P3D you can setup a scene or space exactly how it will look in a NG 3d engine. No guessing or need to position thins using trail and error coding , compile & run to check location and alignments is now a thing of the past . P3D is built and continually developed using Nuclear Fusion (NF). This ensures that what you make in P3D will work in NF , or Nuclear Basic without a problem. P3D used to be called ECEed, as I was working on a 3D engine called ECE, but it evolved into something much more. SO you may see some screen shots with "ECE" in the app title-bar. ![]() Here you see (NB user Sadsack's ) a tree made in a 3rd party 3D mesh editor, that was loaded into NB but was having some visual problems. With a few simple tweaks to the texture we were able to get it sorted inside P3D. Saving a whole bunch of compile & run cycles just to see it. In P3D any visual settings, texture, size, scale, rotation, position, lights, and NG specific effects can all be set in P3D and saved out in one .N3D file. |
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