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Animation, 3D development

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  • ? Offline
    ? Offline
    A Former User
    wrote on last edited by
    #13

    Here's an almost minimal example in QML:

    GearEntity.qml

    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Input 2.0
    import Qt3D.Extras 2.0
    
    Entity {
        id: gearEntity
    
        Mesh {
            id: gearMesh
            source: "qrc:///assets/gear.obj"
        }
    
        Transform {
            id: gearTransform
            scale3D: Qt.vector3d(45, 45, 45)
            rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
        }
    
        PhongMaterial {
            id: gearMaterial
        }
    
        Entity {
            id: torusEntity
            components: [ gearMesh, gearTransform, gearMaterial ]
        }
    
    }
    

    RootEntity.qml

    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Input 2.0
    import Qt3D.Extras 2.0
    
    Entity {
        id: rootEntity
    
        Camera {
            id: camera
            projectionType: CameraLens.PerspectiveProjection
            fieldOfView: 45
            nearPlane : 0.1
            farPlane : 1000.0
            position: Qt.vector3d( 0.0, 0.0, 40.0 )
            upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
            viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
        }
    
        FirstPersonCameraController { camera: camera }
    
        components: [
            RenderSettings {
                activeFrameGraph: ForwardRenderer {
                    camera: camera
                    clearColor: "transparent"
                }
            },
            InputSettings {}
        ]
    
        GearEntity {}
    }
    

    main.qml

    import QtQuick 2.7
    import QtQuick.Window 2.3
    import QtQuick.Controls 2.0
    import QtQuick.Layouts 1.3
    import QtQuick.Scene3D 2.0
    import Qt3D.Core 2.0
    import Qt3D.Render 2.0
    import Qt3D.Extras 2.0
    
    ApplicationWindow {
        visible: true
        visibility: Window.Maximized
    
        Rectangle {
            anchors.fill: parent
            gradient: Gradient {
                GradientStop { position: 0.0; color: "blue" }
                GradientStop { position: 1.0; color: "grey" }
            }
        }
    
        Scene3D {
            id: scene3d
            anchors.fill: parent
            focus: true
            aspects: ["input", "logic"]
            cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
            RootEntity {}
        }
    
        Button {
            text: "Exit"
            onClicked: Qt.quit()
        }
    }
    
    Naveen_DN S 2 Replies Last reply
    3
    • ? A Former User

      Here's an almost minimal example in QML:

      GearEntity.qml

      import Qt3D.Core 2.0
      import Qt3D.Render 2.0
      import Qt3D.Input 2.0
      import Qt3D.Extras 2.0
      
      Entity {
          id: gearEntity
      
          Mesh {
              id: gearMesh
              source: "qrc:///assets/gear.obj"
          }
      
          Transform {
              id: gearTransform
              scale3D: Qt.vector3d(45, 45, 45)
              rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
          }
      
          PhongMaterial {
              id: gearMaterial
          }
      
          Entity {
              id: torusEntity
              components: [ gearMesh, gearTransform, gearMaterial ]
          }
      
      }
      

      RootEntity.qml

      import Qt3D.Core 2.0
      import Qt3D.Render 2.0
      import Qt3D.Input 2.0
      import Qt3D.Extras 2.0
      
      Entity {
          id: rootEntity
      
          Camera {
              id: camera
              projectionType: CameraLens.PerspectiveProjection
              fieldOfView: 45
              nearPlane : 0.1
              farPlane : 1000.0
              position: Qt.vector3d( 0.0, 0.0, 40.0 )
              upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
              viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
          }
      
          FirstPersonCameraController { camera: camera }
      
          components: [
              RenderSettings {
                  activeFrameGraph: ForwardRenderer {
                      camera: camera
                      clearColor: "transparent"
                  }
              },
              InputSettings {}
          ]
      
          GearEntity {}
      }
      

      main.qml

      import QtQuick 2.7
      import QtQuick.Window 2.3
      import QtQuick.Controls 2.0
      import QtQuick.Layouts 1.3
      import QtQuick.Scene3D 2.0
      import Qt3D.Core 2.0
      import Qt3D.Render 2.0
      import Qt3D.Extras 2.0
      
      ApplicationWindow {
          visible: true
          visibility: Window.Maximized
      
          Rectangle {
              anchors.fill: parent
              gradient: Gradient {
                  GradientStop { position: 0.0; color: "blue" }
                  GradientStop { position: 1.0; color: "grey" }
              }
          }
      
          Scene3D {
              id: scene3d
              anchors.fill: parent
              focus: true
              aspects: ["input", "logic"]
              cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
              RootEntity {}
          }
      
          Button {
              text: "Exit"
              onClicked: Qt.quit()
          }
      }
      
      Naveen_DN Offline
      Naveen_DN Offline
      Naveen_D
      wrote on last edited by
      #14

      @Wieland thank you... i got the output.
      I have one doubt, in the output when i try to rotate the object it is not rotating in the same place, instead the camera is rotating(i guess), is there any way to fix the camera and rotate the object in 360 deg ?
      Thank you

      1 Reply Last reply
      0
      • ? Offline
        ? Offline
        A Former User
        wrote on last edited by
        #15

        That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

        Naveen_DN 3 Replies Last reply
        3
        • ? A Former User

          That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

          Naveen_DN Offline
          Naveen_DN Offline
          Naveen_D
          wrote on last edited by
          #16
          This post is deleted!
          1 Reply Last reply
          0
          • ? A Former User

            That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

            Naveen_DN Offline
            Naveen_DN Offline
            Naveen_D
            wrote on last edited by
            #17

            @Wieland

            You could either implement your own camera controller

            How i can develop my own camera controller is there any example for this ?

            1 Reply Last reply
            0
            • ? A Former User

              That's just how FirstPersonCameraController works. You could either implement your own camera controller or - instead of moving the camera - dynamically change gearTransform.

              Naveen_DN Offline
              Naveen_DN Offline
              Naveen_D
              wrote on last edited by
              #18

              @Wieland
              I have made few changes in the code shared by you, what i have done is, Using blender software i have sliced the car obj for few diff parts like door, wheel, window, bonet etc and i have rearranged the whole car by adding the car parts in the code.
              Now when i try to add some animation for each of the part, for example i want the door to open and close as usual as it does normally, but what is happening,the door part is taking car body as the center and it is rotating inwards in the given angle. how can i change this to make it work properly.
              here is the code,

              import Qt3D.Core 2.0
              import Qt3D.Render 2.0
              import Qt3D.Input 2.0
              import Qt3D.Extras 2.0
              import QtQuick 2.5
              
              Entity {
                  id: carFrontLeftDoorEntity
              
                  Mesh {
                      id: carFrontLeftDoorMesh
                      source: "qrc:/Meshes/Car_FrontLeftDoor.obj"
                  }
              
                  Transform {
                      id: carFrontLeftDoorMeshTransform
                      scale3D: Qt.vector3d(1.5,1.5,1.5)
                      rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 1), 30)
                      rotationY: 0
              
                      SequentialAnimation {
                          loops: Animation.Infinite
                          running: true
                          NumberAnimation {
                              target: carFrontLeftDoorMeshTransform
                              property: "rotationY"
                              from: 0; to: 15
                              duration: 2000
                              easing.type: Easing.InOutQuad
                          }
                      }
                  }
              
                  PhongMaterial {
                      id: carFrontLeftDoorMeshMaterial
                      ambient: Qt.rgba( 0.0,0.0,0.0, 0.6 )
                      diffuse: Qt.rgba( 0.3, 0.0, 128, 0.2 )
                  }
              
                  Entity {
                      id: carFrontLeftDoorMeshtorusEntity
                      components: [ carFrontLeftDoorMesh, carFrontLeftDoorMeshTransform, carFrontLeftDoorMeshMaterial ]
                  }
              }
              

              this i have added in the gearentity.qml as separate part.

              Entity {
                  id: gearEntity
              
                  CarRawBody{}
              
                  CarFrontGlass{}
              
                  CarBonet{}
              
                  CarDikki{}
              
                  CarFrontLeftWheel{}
              
                  CarRearLeftWheel{}
              
                  CarFrontLeftDoor{}
              
                  CarRearLeftDoor{}
              
                  CarFrontLeftWindow{}
              
                  CarRearLeftWindow{}
              }
              
              1 Reply Last reply
              0
              • Naveen_DN Offline
                Naveen_DN Offline
                Naveen_D
                wrote on last edited by
                #19

                hi, any updates on the above query ?
                Thank you

                1 Reply Last reply
                0
                • ? Offline
                  ? Offline
                  A Former User
                  wrote on last edited by
                  #20

                  Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                  Naveen_DN 2 Replies Last reply
                  0
                  • ? A Former User

                    Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                    Naveen_DN Offline
                    Naveen_DN Offline
                    Naveen_D
                    wrote on last edited by
                    #21

                    @Wieland ya sure.. i will reproduce it and post the example code..
                    Can you please guide in the following issue also
                    Thank you.
                    https://forum.qt.io/topic/84633/camera-rotation-around-a-mesh

                    1 Reply Last reply
                    0
                    • ? A Former User

                      Hi! Sorry, that it already just too complex / incomplete for me to test and help with. Can you boil it down to a simpler question or a minimal runnable example that I - or anyone else who reads this - can use to reproduce the issue?

                      Naveen_DN Offline
                      Naveen_DN Offline
                      Naveen_D
                      wrote on last edited by
                      #22

                      @Wieland Hi,
                      I have few doubts regarding rotating an object in 3D,
                      For ex, i have a car model, which i have sliced in blender, to get door as a separate object and whole car as a separate object, i have exported both as .obj files and i have assembled them in the code.
                      Now what is happening, when i try to rotate the door which is separate object using number animation, it is rotating with respect to car's origin not w.r.t to door's so, i want to rotate it based on it's own axis or origin. not w.r.t car's origin.
                      I have tried the following code but didn't get the excepted result.

                          // Car front door //
                          Mesh {
                              id: carDoorMesh
                              source: "qrc:/Meshes/CarFrontDoor_modified.obj"
                          }
                      
                          PhongMaterial{
                              id: carDoorMaterial
                          }
                      
                          Transform {
                              id: carDoorTransform
                              property real userAngle: 0.0
                      
                              matrix: {
                                  var m= Qt.matrix4x4();
                                  m.translate(Qt.vector3d(0.501096,1.5006,1.78036))
                                  m.rotate(userAngle, Qt.vector3d(0,1,0))
                                  m.translate(Qt.vector3d(-0.501096,-1.5006,-1.75036))
                                  return m
                              }
                               NumberAnimation on rotationY {
                                          to: -45
                                          duration: 1000
                                          running: true
                                      }
                      }
                      

                      i got the respective values from blender.
                      Any guidance is appreciated
                      Thank you.

                      ? 1 Reply Last reply
                      0
                      • Naveen_DN Naveen_D

                        @Wieland Hi,
                        I have few doubts regarding rotating an object in 3D,
                        For ex, i have a car model, which i have sliced in blender, to get door as a separate object and whole car as a separate object, i have exported both as .obj files and i have assembled them in the code.
                        Now what is happening, when i try to rotate the door which is separate object using number animation, it is rotating with respect to car's origin not w.r.t to door's so, i want to rotate it based on it's own axis or origin. not w.r.t car's origin.
                        I have tried the following code but didn't get the excepted result.

                            // Car front door //
                            Mesh {
                                id: carDoorMesh
                                source: "qrc:/Meshes/CarFrontDoor_modified.obj"
                            }
                        
                            PhongMaterial{
                                id: carDoorMaterial
                            }
                        
                            Transform {
                                id: carDoorTransform
                                property real userAngle: 0.0
                        
                                matrix: {
                                    var m= Qt.matrix4x4();
                                    m.translate(Qt.vector3d(0.501096,1.5006,1.78036))
                                    m.rotate(userAngle, Qt.vector3d(0,1,0))
                                    m.translate(Qt.vector3d(-0.501096,-1.5006,-1.75036))
                                    return m
                                }
                                 NumberAnimation on rotationY {
                                            to: -45
                                            duration: 1000
                                            running: true
                                        }
                        }
                        

                        i got the respective values from blender.
                        Any guidance is appreciated
                        Thank you.

                        ? Offline
                        ? Offline
                        A Former User
                        wrote on last edited by
                        #23

                        @Naveen_D No offense, but this has nothing to do with Qt really but only with your lack of a basic understanding of how transformation matrices work. Seriously, get a book on linear algebra or you'll never get this to work.

                        Naveen_DN 1 Reply Last reply
                        1
                        • ? A Former User

                          @Naveen_D No offense, but this has nothing to do with Qt really but only with your lack of a basic understanding of how transformation matrices work. Seriously, get a book on linear algebra or you'll never get this to work.

                          Naveen_DN Offline
                          Naveen_DN Offline
                          Naveen_D
                          wrote on last edited by
                          #24

                          @Wieland Hi,
                          If i want to give color animation for a particular part of the 3d object, here for eg, car tire or door etc how can i do that? i want to show color animation for car tire, from existing color to red and back to same color and once started, it should be running continuously.
                          I tried with the following code within transform, but didn't get the result

                          Transform{
                                              id: frontRightDoorWheelTireTransform
                                              property real userAngle: 0.0
                                              property real userDistance: 0.0
                                              matrix: {
                                                  var m= Qt.matrix4x4();
                                                  m.translate(0.57005,-0.462196,-2.27110)
                                                  m.rotate(userAngle,Qt.vector3d(1,0,0))
                                                  m.translate(-0.57005,0.462196,2.27110)
                                                  return m;
                                              }
                                              translation: Qt.vector3d(userDistance,0,0)
                          
                                              ColorAnimation {
                                                  id: frontRightDoorWheelTireAnimation
                                                  from: "#171512"
                                                  to: "red"
                                                  duration: 2000
                                                  running: true
                                              }
                          
                                          }
                          

                          Thank you,
                          Naveen

                          1 Reply Last reply
                          0
                          • Naveen_DN Offline
                            Naveen_DN Offline
                            Naveen_D
                            wrote on last edited by
                            #25

                            Any updates on the above query.. ?
                            Thank you.

                            1 Reply Last reply
                            0
                            • ? Offline
                              ? Offline
                              A Former User
                              wrote on last edited by
                              #26

                              What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                              Naveen_DN 2 Replies Last reply
                              1
                              • ? A Former User

                                What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                                Naveen_DN Offline
                                Naveen_DN Offline
                                Naveen_D
                                wrote on last edited by Naveen_D
                                #27

                                @Wieland Ok thank you...

                                1. one more thing, i have a scene 3D function in which i am rendering my car entity, but i am not able to rotate it, when it runs the object is still at one place i am not able to move it. can you please guide me through this
                                  here is the code
                                import QtQuick 2.5
                                import Qt3D.Core 2.0
                                import Qt3D.Render 2.0
                                import Qt3D.Input 2.0
                                import Qt3D.Extras 2.0
                                import QtQuick.Scene3D 2.0
                                import QtQuick.Window 2.2
                                import QtQuick.Controls 1.4
                                import QtQuick.Layouts 1.1
                                
                                ApplicationWindow {
                                    id: appWindow
                                    visible: true
                                    width: Screen.width
                                    height: Screen.height
                                
                                    Rectangle {
                                        width: parent.width
                                        height: parent.height
                                        color: "Transparent"
                                
                                        // 3D scene
                                        Scene3D {
                                            id: scene3d
                                            anchors.fill: parent
                                            aspects: "input"
                                
                                            Entity {
                                                id: root
                                
                                                components: [
                                                    RenderSettings {
                                                        activeFrameGraph: ForwardRenderer {
                                                            clearColor: "#0D8EA2"
                                                            camera: camera
                                                        }
                                                    },
                                                    InputSettings { }
                                                ]
                                
                                                Camera {
                                                    id: camera
                                                    property real topPosition: 3.0
                                                    property real topPos: 0.5
                                                    projectionType: CameraLens.PerspectiveProjection
                                                    fieldOfView: 25
                                                    nearPlane : 0.1
                                                    farPlane : 1000.0
                                                    position: Qt.vector3d( 15.0, topPosition, 20.5)
                                                    upVector: Qt.vector3d(0.0,1.0,0.0)
                                                    viewCenter: carBodySlicedTransform.translation
                                                }
                                
                                                OrbitCameraController {camera: camera}
                                                // car Base
                                                Mesh{
                                                    id: baseMesh
                                                    source: "qrc:/Meshes/CarBase.obj"
                                                }
                                                PhongAlphaMaterial{
                                                    id: baseMaterial
                                                    diffuse: "#7bc0ce"
                                                    alpha: 1.0
                                                }
                                                Transform{
                                                    id: baseTransform
                                                    translation: Qt.vector3d(0.0,-1.0,0.0)
                                                }
                                
                                                // car Body sliced
                                                Mesh {
                                                    id: carBodySlicedMesh
                                                    source: "qrc:/Meshes/CarBodySliced.obj"
                                                }
                                
                                                PhongAlphaMaterial {
                                                    id: carBodySlicedMaterial
                                                    shininess: 500.0
                                                    specular: "#62788d"
                                                    diffuse: "#62788d"
                                                    alpha: 1.0
                                                }
                                
                                                Transform {
                                                    id: carBodySlicedTransform
                                                    property real userAngle: 0.0
                                                    property real userDistance: 0.0
                                                    property real xAngleValue: 0.0
                                                    property real yAngleValue: 0.0
                                                    property real zAngleValue: 0.0
                                                    matrix: {
                                                        var m = Qt.matrix4x4();
                                                        m.rotate(userAngle, Qt.vector3d(xAngleValue, yAngleValue, zAngleValue));
                                                        m.translate(Qt.vector3d(userDistance, 0, 0));
                                                        return m;
                                                    }
                                                    translation: Qt.vector3d(0.0,0.0,0.0)
                                                    NumberAnimation on rotationY {
                                                        id: carAnimation
                                                        to: 360
                                                        duration: 5000
                                                        running: false
                                                    }
                                                }
                                
                                                // main car body entity
                                                Entity {
                                                    id: carMainEntity
                                                    components: [ carBodySlicedMesh, carBodySlicedMaterial, carBodySlicedTransform ]
                                                    // car base entity
                                                    Entity{
                                                        id: carBaseEntity
                                                        components: [baseMesh, baseMaterial, baseTransform]
                                                    }
                                                }
                                            }
                                        }
                                    }
                                
                                1. Also i want to know how to apply animation to zoom the car based certain condition for eg: if i want to show the engine part of the car then i want to zoom the car towards that particular part in show it using animation.
                                  Thank you
                                1 Reply Last reply
                                0
                                • Naveen_DN Offline
                                  Naveen_DN Offline
                                  Naveen_D
                                  wrote on last edited by
                                  #28

                                  Hi, can anyone guide me.. regarding above question
                                  Thank you

                                  1 Reply Last reply
                                  0
                                  • ? A Former User

                                    What makes you think that you could apply a color animation to a spatial transformation? That doesn't make any sense.

                                    Naveen_DN Offline
                                    Naveen_DN Offline
                                    Naveen_D
                                    wrote on last edited by
                                    #29

                                    @Wieland Hi, how can i place the camera within the car, so that i can give the inside view of the car in 3D development environment.
                                    Thank you

                                    1 Reply Last reply
                                    0
                                    • ? A Former User

                                      Here's an almost minimal example in QML:

                                      GearEntity.qml

                                      import Qt3D.Core 2.0
                                      import Qt3D.Render 2.0
                                      import Qt3D.Input 2.0
                                      import Qt3D.Extras 2.0
                                      
                                      Entity {
                                          id: gearEntity
                                      
                                          Mesh {
                                              id: gearMesh
                                              source: "qrc:///assets/gear.obj"
                                          }
                                      
                                          Transform {
                                              id: gearTransform
                                              scale3D: Qt.vector3d(45, 45, 45)
                                              rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
                                          }
                                      
                                          PhongMaterial {
                                              id: gearMaterial
                                          }
                                      
                                          Entity {
                                              id: torusEntity
                                              components: [ gearMesh, gearTransform, gearMaterial ]
                                          }
                                      
                                      }
                                      

                                      RootEntity.qml

                                      import Qt3D.Core 2.0
                                      import Qt3D.Render 2.0
                                      import Qt3D.Input 2.0
                                      import Qt3D.Extras 2.0
                                      
                                      Entity {
                                          id: rootEntity
                                      
                                          Camera {
                                              id: camera
                                              projectionType: CameraLens.PerspectiveProjection
                                              fieldOfView: 45
                                              nearPlane : 0.1
                                              farPlane : 1000.0
                                              position: Qt.vector3d( 0.0, 0.0, 40.0 )
                                              upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
                                              viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
                                          }
                                      
                                          FirstPersonCameraController { camera: camera }
                                      
                                          components: [
                                              RenderSettings {
                                                  activeFrameGraph: ForwardRenderer {
                                                      camera: camera
                                                      clearColor: "transparent"
                                                  }
                                              },
                                              InputSettings {}
                                          ]
                                      
                                          GearEntity {}
                                      }
                                      

                                      main.qml

                                      import QtQuick 2.7
                                      import QtQuick.Window 2.3
                                      import QtQuick.Controls 2.0
                                      import QtQuick.Layouts 1.3
                                      import QtQuick.Scene3D 2.0
                                      import Qt3D.Core 2.0
                                      import Qt3D.Render 2.0
                                      import Qt3D.Extras 2.0
                                      
                                      ApplicationWindow {
                                          visible: true
                                          visibility: Window.Maximized
                                      
                                          Rectangle {
                                              anchors.fill: parent
                                              gradient: Gradient {
                                                  GradientStop { position: 0.0; color: "blue" }
                                                  GradientStop { position: 1.0; color: "grey" }
                                              }
                                          }
                                      
                                          Scene3D {
                                              id: scene3d
                                              anchors.fill: parent
                                              focus: true
                                              aspects: ["input", "logic"]
                                              cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
                                              RootEntity {}
                                          }
                                      
                                          Button {
                                              text: "Exit"
                                              onClicked: Qt.quit()
                                          }
                                      }
                                      
                                      S Offline
                                      S Offline
                                      Saeed Magdy
                                      wrote on last edited by
                                      #30

                                      hi is there any good tutorial for this ? thanks

                                      1 Reply Last reply
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