yes, thats why there is an updateVertex(Vertex, newx, newy, newz); handler

we try separate/combine screenchanges and destructive changes

same rule for position and rotations.
you can say applyPosition() and say applyRotations();
those handlers are affecting the mesh geometry

the other ones, like when you move or rotate, some offsets are set internally and applied on top of vertex values before there are transformed.
but the mesh definition remains unchanged.

Fabrice



On Sep 1, 2008, at 2:07 AM, tain wrote:


and i found new problem.

rotationX property or pitch() method doesnt update value of vertices.

a primitive model visualy rotates but the value of its vertices stays
unchanged.

is that supposed to be like that?

On Sep 1, 12:55 am, tain <[EMAIL PROTECTED]> wrote:
heh, maybe there is more in that what you are saying but as i
understand,
u are saying that i create 2+ states (extruded paths) and with
animator i can generate smooth transition between thoose states.

i dont know lots of away3d functions, and my english isnt so good so
please exuse me if i got it wrong. :S

anyway that would not help me if i got it right.
my goal is to make a model (big stick for example) and assign ribbon
to 2vertices(that would be located at the top of the stick) and now
as the stick moves the ribbon follows as it was attached to it.
so i would update ribbon every frame, and the movement of the stick
would be controlable by the played.

something like this 
:http://upload.wikimedia.org/wikipedia/commons/6/6b/PaisievaRibbon.jpg

On Aug 31, 11:53 pm, Fabrice <[EMAIL PROTECTED]> wrote:

Except for the profile and the path where you would have to pass
Number3D's,
This example is 2 lines of code using the pathextrude and the
PathDuplicator...

about animating, if you generate 2 states or more and pass it to
Animator class
its just a few extra lines :))

Fabrice

On Aug 31, 2008, at 11:13 PM, tain wrote:

Oh thanks for info :)

anyway i dont intent to do static ribbons nor typical ones with
adding / removing parts. that create rather rigid bodies.
i have my style that follows 2 points, and rest just follows and
smooths path on the way.
so that 2 points can expand/contract, go faster/slower, even travel in
helix movement (like this:http://www.digitalproducer.com/pages/Jeff4/Helix.jpg
) and ribbon will follow.
i never done it in this basic way with controlingverticesbut i hope
it will work just fine :)

On Aug 31, 10:37 pm, Fabrice <[EMAIL PROTECTED]> wrote:
Hey Tain,
you can also do ribbons right out of the box using the PathExtrude
class.
just pass 2 Number3D as profile , define a path and you are done.

you also could cast if you keep the Object3D typing.
Like this: (myPlane as Mesh).vertices

Fabrice

On Aug 31, 2008, at 9:51 PM, tain wrote:

ok, sorry for trouble, i guess i was looking at some old examples,

I just replaced Object3D with Plane variable type and it works.
Wierd becouse when i set Object3D it still renders the object
correctly and thats whats been confusing me.
well its ok now, i continue to create Ribbons.
will update later.

On Aug 31, 9:28 pm, tain <[EMAIL PROTECTED]> wrote:
hi,
i wanted to create 3d ribbons in away3d and i found problems at
very
basic things.

when i create plane with,

var plane:Object3D = new Plane(.......);

and try to trace(plane.vertices); it says 'vertices' are not
defined.

i see in examples just to write myObject.vertices[x] to access the
vertex but that aint working.
so how can i access a vertex?

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