Fabrice I'm not quite sure if a understand your idea. If is about increase fps of animation i already try it with same results :-| . If this is not your idea, please tell more about ;). I try another crazy things and get 2 more pieces of mistery :
a) I moved character 1 to x=0 and character 2 still in x=100. There's no more problem about animations stop. b) Just a despair maneuver ... i change minY to 0 from clipping (Near and Frustum) and besides the fact i have only half-screen rendered in view i have no problems with animations stop! (character1.x=-100 and character2.x=100); Crazy weirdo! If theres some way to my scene don't crack when i use Rectangle Clipping i forget all this problem. Thanx and all crazy (or not) ideas are welcome On 9 jan, 19:47, Fabrice3D <[email protected]> wrote: > 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
