what if you make the guys way bigger? Can you try make for the sake of test say 2 frames animation for one of the guys, but at least 10 times bigger and see if you get same problem.
Fabrice On Jan 9, 2011, at 7:20 AM, Texugo wrote: > 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
