Aji and Fabrice
A lot of thanx

On 11 jan, 07:51, Aji Pamungkas <[email protected]> wrote:
> 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
>
> ...
>
> mais »

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