I have some hint behind my head... Your models are, base of the unit that separated them, very small. Just make a simple 2 frames animation in your editor of your avatar but at a bigger scale. Where it is now 30 to 40 units high in Away, ensure that once loaded it is say 1000 or more.
Fabrice On Jan 10, 2011, at 4:40 AM, Texugo wrote: > 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
