Congratulations... :D

On Tue, Jan 11, 2011 at 3:39 AM, Texugo <[email protected]> wrote:

> 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
>



-- 
Aji Pamungkas

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