Fabrice Weirdo ... it works fine :-) I don't know why and i don't know why... but works. A lot of thanx
On 10 jan, 08:31, Fabrice3D <[email protected]> wrote: > 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
