Hi aji Great idea! I try this and ... another weirdo :-) ... When camera goes to character1, character2 stop animation, but animator.isPlaying = true I can be wrong but i guess is not about animations.
Thanx 4 help On 8 jan, 23:30, Aji Pamungkas <[email protected]> wrote: > Yes... i can see that in your game, the animation stops only when you use > other than RectangleClipping. That's kinda weird. :D > > Texugo, the position of my main char are in XZ plane. I don't use Y axis, > because i don't need it. I don't change minZ nor maxZ properties in the > mesh, and for the clipping, I only change minZ to 1. I use hover camera, and > yes... it changes it's position when keyboard is pressed. > > Everytime i want to call other animation's name, I always stop current > animation. > > private function > stopCurrentAnimation(maincharView:MaincharView,atLastFrame:Boolean=false):void > { > if (_proxy.getCurrAnimationName() == "") > return; > var animData:AnimationData = > maincharView.mesh.animationLibrary.getAnimation(_proxy.getCurrAnimationName()); > if (animData != null && animData.animator.isPlaying) > { > if (atLastFrame) > animData.animator.gotoAndStop(animData.animator.totalFrames - 1) > else > animData.animator.gotoAndStop(0);} > > _proxy.setCurrAnimationName(""); > > } > > public function > playAnim(maincharView:MaincharView,animName:String,fps:uint,loop:Boolean):void > { > stopCurrentAnimation(maincharView); > _proxy.setCurrAnimationName(animName); > var animData:AnimationData = > (maincharView.mesh.animationLibrary.getAnimation(animName) as > AnimationData); > if (animData == null) > return; > animData.animator.fps = fps; > animData.animator.loop = loop; > animData.animator.gotoAndPlay(0); > > } > > Those are methods that i use to play and stop MD2 Animations. So that I can > do this : > if (bKeyUpIsPressed) > { > if (viewChar1.state != STATE_WALK) > { > viewChar1.state = STATE_WALK; > playAnim("WALK_", viewChar1, 10, true); > }} > > else if (bKeySpaceIsPressed) > { > if (viewChar1.state != STATE_SHOOT) > { > viewChar1.state = STATE_SHOOT; > playAnim("SHOOT_", viewChar1, 10, true); > } > > } > > The "_" char in the animation names were automatically inserted by Blender > MD2 Export Script, I don't know why. :D > > Hey... why don't you try to trace your AnimationData's animator by showing > your Animator's properties in Debug Output of FlashDevelop, such as : > isPlaying, currentFrame, addEventListener of AnimatorEvent, etc... > > Good luck. > > > > On Sat, Jan 8, 2011 at 11:54 PM, Fabrice3D <[email protected]> wrote: > > does it stops only when camera is still? > > Fabrice > > > On Jan 8, 2011, at 8:28 PM, Texugo wrote: > > > > Aji > > > > I try your tip and have same results about NearfieldClipping (in > > > examples is already use PerspectiveLens in camera). Dawn weirdo > > > problem .... > > > How about the position of your characters in your game? All of it are > > > in positive Z axis? Did you change something in min/maxX and min/maxY > > > clipping? > > > In your game camera changes position and have no problem ? > > > > Thanx again > > > > On 8 jan, 15:57, Aji Pamungkas <[email protected]> wrote: > > >> Hi Texugo, > > > >> Wooowww. You're making a fighting game, coolll... > > > >> I also use MD2, and I don't have the same problem like you. After seeing > > my > > >> game's code, i realize that i use Away3D 3.5, FrustumClipping, > > >> PerspectiveLens, and i don't change maxZ at all. And when my character > > is > > >> far away from the camera, it's animation are still working just fine. > > > >> On Sat, Jan 8, 2011 at 5:02 PM, Texugo <[email protected]> wrote: > > >>> Thanx for reply Aji ... and sorry about my delay in reply 'cos i have > > >>> to make a little demo to you see by yourself the problem. > > > >>>http://www.doutorpalhaco.com/away3d_example/ > > > >>> I guess my problem is not about know or not the model animations. In > > >>> the beginning of scene both characters are animated. And then, in > > >>> Nearfiledclipping, when camera approaches to character01, character02 > > >>> stops animation. When camera goto character02 this character play > > >>> again your animation (by itself, cos all animations are in loop), and > > >>> character01 stop your animation (by itself). If i use > > >>> RectangleClipping i have no problem with animation, but scene cracks, > > >>> besides the fact i've increase number of faces of scene. > > > >>> My guess about Clipping problem and not animation problem is about > > >>> everything outside of view clipping is not updated (animations > > >>> included). Does'nt matter how i change NearfieldClipping.maxZ or > > >>> NearfielClipping.minZ the results are the same. Someone know if minZ > > >>> and maxZ are absolute in world coordinates or relative in view > > >>> coordinates? There's some other way, in rectangleClipping, to make my > > >>> scene don't crack (this solve the problem too). > > > >>> Thanx , all idea will be welcome! > > > >>> On 6 jan, 02:16, Aji Pamungkas <[email protected]> wrote: > > >>>> Hi Texugo, > > > >>>> Could you please provide us the example ? > > >>>> IMO, i don't think there is a connection between clipping and model's > > >>>> animation. Maybe, you are trying to call an animation name in > > character 2 > > >>>> which doesn't exists. > > > >>>> On Thu, Jan 6, 2011 at 4:52 AM, Texugo <[email protected]> > > wrote: > > >>>>> No Ideas buddies? Any idea will be welcome! > > > >>>>> On 4 jan, 16:05, Texugo <[email protected]> wrote: > > >>>>>> Hi buddies > > >>>>>> Happy new year 4 all us :-) > > > >>>>>> Well ... i got a problem. I have a almost complete turn-based game > > >>>>>> made in away3d, but i have a problem about clipping and animations. > > >>>>>> I got a scene with 2 animated md2 characters in a closed room and > > the > > >>>>>> camera must sometimes be near of character 1, and sometimes must be > > >>>>>> near of character 2. For the closed room polygons does´nt break i > > >>>>>> about ot use NearfieldClipping. > > >>>>>> The problem is ... when camera comes to character 1, character´s 2 > > >>>>>> animation stop and vice-versa. Then i think "Theres must be a > > problem > > >>>>>> in z values of NearfieldClipping". Well ... my 2 characters got a > > >>>>>> distance between it of 200 units ... then i change maxZ value´s to > > >>>>>> 1000 and does´nt work ... and does´nt matter the maxZ value ... one > > >>> of > > >>>>>> two character animations stop!. I try FurstumClipping and got the > > >>> same > > >>>>>> problem. If i use RectangleClipping the polygons of closed rom > > >>> breaks. > > > >>>>>> Please, i dont know how to solve this ... besides i got months of > > >>> work > > >>>>>> in this game :-| > > >>>>>> Thanx > > > >>>>>> Just a little note: the camera runs and rotate in scene, apply > > >>>>>> position and apply rotations seems make no diference, i dont´t know > > >>> if > > >>>>>> this helps... > > >>>>>> Another one, i use away3d 3.5. > > >>>>>> Thanx Again > > > >>>> -- > > >>>> Aji Pamungkas > > > >> -- > > >> Aji Pamungkas > > -- > Aji Pamungkas
