Make games with Superpowers — The extensible, collaborative HTML5 2D+3D game maker

Working with 3D models

Importing models

Superpowers currently supports a subset of the OBJ (static) and glTF (animated) file formats.

At the moment, only a single diffuse map is supported for each model. Material and shader support is coming soon.

Animated glTF models

glTF is a new format supported by the Khronos Group (the people behind OpenGL and Vulkan).
Most tools don't have native support right now, so you'll need to export COLLADA and then use the COLLADA2glTF converter.

The following instructions assume you're using Blender, but other tools should work similarly.

Make sure you have a single mesh and a single material. Your mesh should be parented to an armature and be at the origin (0,0,0).

Make sure your model is in its bind pose with no active action.
From the File menu, select Export > Collada (Default) (.dae).
Check the Triangulate box.

Drag and drop the resulting .dae file onto the the COLLADA2glTF converter's executable.
You'll get several files, we only care about the .gltf and the .bin ones.

Repeat the process for each action you want to export, making the action active beforehand.

Now let's import a model in Superpowers. You can find an example model in the Superpowers asset packs.

Create a new 3D Model asset and click the Upload button.
Select both the .gltf and .bin file at once in the file selection dialog (Holding down Ctrl lets you select multiple files on Windows).

Use the New button to create animation and upload it with the Upload button next to it.

Attaching an item to a character's hand

It's pretty easy to attach an object to an animated bone, whether it's a weapon, a hat or a backpack.

Just use Sup.ModelRenderer.getBoneTransform to get a bone's current global position and orientation and apply it to the actor you want to attach.

class CharacterHandBehavior extends Sup.Behavior {

  itemActor: Sup.Actor;

  awake() {
    // Setup `this.itemActor` here
    // or when creating the CharacterHandBehavior

  update() {
    let handTransform ="Left Hand");


Here's a little demo. You can download the source project and run it for yourself.

If the item doesn't fit right, you can add an offset with this.itemActor.moveOriented(...) or this.itemActor.rotateLocalEulerAngles(...).