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How to create 3D models and characters in Scratch

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3D

3DModeler_Chris

Posted on January 28, 2024 • Advanced

🐱 How to create a 3D cat model in Scratch?

Hey 3D graphics experts! I’m trying to create a realistic 3D cat character in Scratch, but I’m completely lost on where to start. I’ve seen amazing 3D projects on Scratch but have no idea how they work.

  • Want to understand the fundamentals of 3D rendering in Scratch
  • Need to learn about raycasting and 3D projection
  • Looking for step-by-step guidance on building 3D models
  • Want to make the cat interactive and animated

Can someone break down the complex 3D concepts into manageable steps? I’m ready to learn advanced programming! 🎯

RC

RaycastingExpert_Maya

Replied 3 hours later • ⭐ Best Answer

Great question @3DModeler_Chris! Creating 3D models in Scratch is definitely advanced, but totally achievable. Here’s a comprehensive guide:

🎯 Understanding 3D Basics

First, understand that Scratch is 2D, so we simulate 3D through mathematical projection:

    // Basic 3D to 2D projection
define project 3d point (x3d) (y3d) (z3d)
set [camera distance v] to [200]
set [screen x v] to (((x3d) * (camera distance)) / ((z3d) + (camera distance)))
set [screen y v] to (((y3d) * (camera distance)) / ((z3d) + (camera distance)))
go to x: (screen x) y: (screen y)
  

🏗️ Building a 3D Cat Structure

Start with basic geometric shapes and combine them:

    // Cat model data structure
when flag clicked
set [cat vertices v] to []
set [cat faces v] to []

// Define cat head vertices (simplified)
add [0 50 0] to [cat vertices v]    // top of head
add [-30 20 -20] to [cat vertices v] // left ear
add [30 20 -20] to [cat vertices v]  // right ear
add [-25 0 -30] to [cat vertices v]  // left side
add [25 0 -30] to [cat vertices v]   // right side
add [0 -20 -25] to [cat vertices v]  // bottom

// Define faces (triangles)
add [1 2 4] to [cat faces v]  // left side triangle
add [1 3 5] to [cat faces v]  // right side triangle
add [2 4 6] to [cat faces v]  // bottom left
add [3 5 6] to [cat faces v]  // bottom right
  

🎨 3D Rendering Engine

Create a complete rendering system:

    // Main 3D render loop
define 3d render
clear
set pen color to [#000000]
set pen size to [2]

// Rotate the cat
change [rotation y v] by [2]

// Process each face
set [face index v] to [1]
repeat (length of [cat faces v])
set [current face v] to (item (face index) of [cat faces v])

// Get the three vertices of this face
set [v1 v] to (item (item 1 of (current face)) of [cat vertices v])
set [v2 v] to (item (item 2 of (current face)) of [cat vertices v])
set [v3 v] to (item (item 3 of (current face)) of [cat vertices v])

// Apply rotation and projection
rotate and project vertex (v1)
set [p1 x v] to (projected x)
set [p1 y v] to (projected y)

rotate and project vertex (v2)
set [p2 x v] to (projected x)
set [p2 y v] to (projected y)

rotate and project vertex (v3)
set [p3 x v] to (projected x)
set [p3 y v] to (projected y)

// Draw the triangle
draw triangle (p1 x) (p1 y) (p2 x) (p2 y) (p3 x) (p3 y)

change [face index v] by [1]
end
  

🔄 Rotation Mathematics

Implement 3D rotation around Y-axis:

    define rotate and project vertex (vertex)
// Extract x, y, z from vertex string
set [x v] to (item 1 of (vertex))
set [y v] to (item 2 of (vertex))
set [z v] to (item 3 of (vertex))

// Rotate around Y-axis
set [cos angle v] to ([cos v] of (rotation y))
set [sin angle v] to ([sin v] of (rotation y))

set [rotated x v] to (((x) * (cos angle)) - ((z) * (sin angle)))
set [rotated z v] to (((x) * (sin angle)) + ((z) * (cos angle)))
set [rotated y v] to (y)

// Project to 2D screen
set [distance v] to [300]
if <(rotated z) > [-250]> then
set [projected x v] to (((rotated x) * (distance)) / ((rotated z) + (distance)))
set [projected y v] to (((rotated y) * (distance)) / ((rotated z) + (distance)))
else
set [projected x v] to [0]
set [projected y v] to [0]
end
  

🎭 Advanced Features

Add realistic cat features:

    // Cat animation system
define animate cat
// Tail swaying
set [tail angle v] to (([sin v] of ((timer) * [180])) * [30])

// Ear twitching
if <(pick random 1 to 100) < [5]> then
set [ear twitch v] to [10]
else
if <(ear twitch) > [0]> then
change [ear twitch v] by [-1]
end
end

// Eye blinking
if <(pick random 1 to 200) < [3]> then
set [blink timer v] to [5]
else
if <(blink timer) > [0]> then
change [blink timer v] by [-1]
end
end

// Apply animations to vertices
update cat model with animations
  

🎨 Texture and Shading

Add realistic appearance:

    // Simple shading based on face normal
define calculate face shading (face)
// Calculate face normal vector
set [normal x v] to [calculated normal x]
set [normal y v] to [calculated normal y] 
set [normal z v] to [calculated normal z]

// Light direction (from above-left)
set [light x v] to [-1]
set [light y v] to [1]
set [light z v] to [-1]

// Dot product for lighting intensity
set [dot product v] to (((normal x) * (light x)) + ((normal y) * (light y)) + ((normal z) * (light z)))
set [brightness v] to ((dot product) + [1]) / [2])

// Set pen color based on brightness
set [gray value v] to ((brightness) * [255])
set pen color to (gray value)
  

💡 Pro Tips for 3D in Scratch

  • Start simple: Begin with basic shapes before complex models
  • Use lists efficiently: Store vertex and face data in organized lists
  • Optimize rendering: Only draw faces facing the camera
  • Add depth sorting: Draw far objects first for proper layering
  • Use clones wisely: Create clones for repeated elements

This will give you a solid foundation for 3D modeling in Scratch! 🎯

3D

3DModeler_Chris

Replied 2 hours later

@RaycastingExpert_Maya This is absolutely mind-blowing! 🤯

I never realized how much math goes into 3D graphics. The step-by-step breakdown makes it so much clearer. I’m starting with a simple cube first, then working up to the cat model.

Quick question: how do I handle collision detection with 3D objects?

CD

CollisionDetector_Alex

Replied 4 hours later

@3DModeler_Chris Great question! Here’s 3D collision detection:

    // 3D bounding box collision
define check 3d collision (obj1) (obj2)
// Get bounding boxes for both objects
set [obj1 min x v] to (min x of (obj1))
set [obj1 max x v] to (max x of (obj1))
set [obj1 min y v] to (min y of (obj1))
set [obj1 max y v] to (max y of (obj1))
set [obj1 min z v] to (min z of (obj1))
set [obj1 max z v] to (max z of (obj1))

// Same for obj2...

// Check overlap in all 3 dimensions
if <<((obj1 max x) > (obj2 min x)) and ((obj1 min x) < (obj2 max x))> and <<((obj1 max y) > (obj2 min y)) and ((obj1 min y) < (obj2 max y))> and <((obj1 max z) > (obj2 min z)) and ((obj1 min z) < (obj2 max z))>>> then
set [collision detected v] to [true]
else
set [collision detected v] to [false]
end
  

For more precise collision, use sphere or mesh-based detection! 🎯

VB

Vibelf_Community

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