ei, Michael lv, it works. My problem was that I was removing all
geometry instead of updating it. THANKS!

Fabrice3D, it sounds good, but I couldn't see any use example. I
understand it is a basic morph animation, so:

- I need to take a set of key frame.
- I pass this set to VertexAnimator class.
- This class does the animation.

My problem: I read a set of positions (one pose) in every frame. So I
have frame1-frame2-frame3-frame4.... Instead of taking all frames, I'd
like to take key frames and doing animations. Hence, I understand
VertexAnimatos is the ideal solution.

Therefore, it would be ( in real time and by using pseudo-bad-code):

JUST ONCE:
- anim = new VertexAnimator( mesh, {fps, etc});
- anim.addVertex(mesh.vertices[i]) . // all vertices of mesh

FOR EVERY FRAME:
- myPositions:Vector.<Vector3D> = calculatePositions(mesh) //
myPositions contains the vertex positions.
- anim.addFrame(myPositions).
-anim.play().

My questions from the previous idea:

- anim.play() for every frame or just once since it'd update when I
pass myPositions trought "addFrame"..?
- addFrame() and addVertex()...differences??

 I'd appreciate any help (or piece of code) about it.

Thanks so much!!!

On 16 feb, 22:24, Fabrice3D <[email protected]> wrote:
> but why not use build in interpolation/anim system?
> you can easylly define your animation frames using VertexAnimator. Its simply 
> a question of passing an array of the state
> and animate using myAnim.play(some params like id animation, duration etc etc 
> read doc);
> It works then just like an md2.
> You don't even need a tweener for this.
>
> Fabrice
>
> On Feb 16, 2011, at 6:05 PM, manel wrote:
>
>
>
> > Thanks, but I have to move a set of vertices, how would I tween them
> > at the same time?
>
> > Doing something like this?:
>
> > for each ( var vertex:Vertex in mesh.vertices)
> >    TweenLite.to(vertex, 0.5, {x: y: z:});
>
> > But I want to parallelize tween, and this solution doesn't provide it
> > to me, does it? It would just move each vertex sequentially.
>
> > Thanks for your help.
>
> > On 15 feb, 18:31, Michael Iv <[email protected]> wrote:
> >> You can tween vertices (they positions) just like any other thing with
> >> tweens.Pretty any numerical property in flash can be tweended.
>
> >> On Tue, Feb 15, 2011 at 6:59 PM, manel <[email protected]> wrote:
> >>> Hello,
>
> >>> First of all, thanks for this Flash's master piece, it's really
> >>> helpful.
>
> >>> I'd like to comment my case: I have a customized mesh, with its
> >>> geometries, faces, etc. I move it by using "position" and "rotation"
> >>> properties, but I don't know if it's possible to apply tweens to a
> >>> group of vertex. I don't mean to modify properties as "position"
> >>> through tweens, but applying some kind of animation directly to its
> >>> geometry. For instance, if I had a mesh with two arms (using vertexs
> >>> and faces), would I be able to move one of them by using tweens?
>
> >>> Thanks.
>
> >> --
> >> Michael Ivanov ,Programmer
> >> Neurotech Solutions Ltd.
> >> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net
> >> Tel:054-4962254
> >> [email protected]
> >> [email protected]

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