k, if i were to trace out
vertices:head1.vertices what would be the output, that is what i need to know. On Apr 30, 4:16 pm, Fabrice3D <[email protected]> wrote: > you don't really need sources, since its a one liner to declare it... > There are also tutorials showing the exact same lines online at > away3d.com > I know lots of users are using this class, but indeed I haven't seen a > lot of code shared for it. > > basically it's: > new instance( mesh, [ array of a series of vertices array with id's > representing frame states], init object, loop); > > here's a snippet: > the heads were meshes loaded from as3 classes, but could be anything > generated or loaded in Away. > as long as they have the same vertices array length. or at least > longer than base mesh (first param) > > import away3d.animators.Animator; > import away3d.animators.data.AnimationSequence; > [..] > private var myanimator:Animator; > [..] > myanimator:Animator = new Animator(head1, > [ > {vertices:head1.vertices, > prefix:"smile1"}, > {vertices:head2.vertices, > prefix:"smile2"}, > {vertices:head3.vertices, > prefix:"smile3"}, > > {vertices:head4.vertices, > prefix:"blink1"}, > {vertices:head5.vertices, > prefix:"blink2"}, > {vertices:head6.vertices, > prefix:"blink3"}, > ], > {material:mymaterial},true); > > at this time, the animator instance is ready to play > > myanimator.play(new AnimationSequence("smile", true, true, 9) ) ;) > > on enterfame > view.scene.updateTime(); > > Fabrice > > On Apr 30, 2009, at 9:25 PM, evilotto wrote: > > > > > Are there any examples with source files that show the process of > > working with the animator? I woudl be good to be able to tear apart > > some files and investigate how it works. The only example i have found > > online does not include source. > > > On Apr 30, 2:54 pm, Fabrice3D <[email protected]> wrote: > >> Hi Chris, > > >> 1/ It doesn't matter what format you load. Once loaded you have > >> only 2 > >> kinds of objects: Mesh objects or ObjContainer3D's. > >> Read past post on obj from a few days ago. A few examples to access, > >> and alter mesh and properties were discussed. > > >> 2/ The vertexes you load need to be object space, included with all > >> transformations. > >> the animation system is read only. > > >> 3/ Having them as a series of numbers should be enough > >> like 0,0,0. To see how it must look like, just load an md2, and > >> export as animated mesh using the > >> Mesh AS export (not yet fully working in AS3Exporter > > >> (myMd2Animation as Mesh).asAS3Class("myclass", "mypackage", true, > >> true); > >> --> paste in text file > > >> but again, a simple series of numbers with a delimiter is the way to > >> go... > >> in flash you just have to loop +=3 to generate the vertexes or alter > >> the frames information > > >> Fabrice > >> On Apr 30, 2009, at 3:54 PM, evilotto wrote: > > >>> That sounds like a good place to start. > > >>> couple of questions. > > >>> 1. when you bring in a collada i cannot cast the Object3D it is as a > >>> mesh so i am not sure how i would access mesh.vertexes.array. i do > >>> have access to the vertex array on GeometryData.geometry. > > >>> 2. do you have any more information on the format of the data i > >>> would > >>> need to generate? for each vertex does it need a complete 3X3 matrix > >>> of translation, rotaiton and scale? It seems like since i am moving > >>> them in 3D it would need that amount of info. Also are there IDs per > >>> vertex or just their position in the array? > > >>> 3. can you send me the as3 classes for the Animator example so i > >>> can > >>> see the data format i need to generate, a concrete example would be > >>> very helpful. > > >>> thanks, > > >>> On Apr 29, 7:44 pm, Fabrice3D <[email protected]> wrote: > >>>> Hi Chris, > >>>> I see you've found your way to our dev group, welcome! > > >>>> After reading your first message, it got me thinking... > >>>> We are talking long duration here, right? > >>>> I think you could first indeed use animator but just for 3 frames, > >>>> just to init the system. > >>>> Then update the frame dictonaries with the externall data as they > >>>> play, you can use the loops events for this. > >>>> it would be like once frame 1 is played, it would play 2 to 3, you > >>>> would then swap on loop the frame 1, > >>>> once it plays 3 to 1, feed frame 2 etc etc > > >>>> The only issue would be to ensure you do have for every data load/ > >>>> feed > >>>> the same array order. > >>>> It also needs to be sync with the first frame order, which is not > >>>> allways same as mesh.vertexes array. > > >>>> then the values could be by chunk/frames loaded externally using > >>>> xml > >>>> or even plain text. > >>>> it would just be a bunch of numbers per frame with a delimiter. > > >>>> I've wrote something similar for a dance editor a while ago, it > >>>> should > >>>> work nicely. > >>>> Let me know how it goes. I feel there are some new features that > >>>> could > >>>> come out of this :) > > >>>> Fabrice > > >>>> On Apr 30, 2009, at 1:08 AM, evilotto wrote: > > >>>>> Here is my problem. I have a model that i am loading into away3D > >>>>> via > >>>>> COLLADA. i need to apply transformations per vertex to the model > >>>>> (without using bones). I would like to use animator for this but i > >>>>> can’t create a AS3 class for each of the frames. > > >>>>> Esentially what i am doing is I have a piece of video and am > >>>>> tracking/ > >>>>> match moving it to a model. This produces per vertex > >>>>> transformation > >>>>> data, i need to be able to load that data externally via XML or > >>>>> some > >>>>> other format and apply it to the verticies of the COLLADA model, > >>>>> again > >>>>> without any bones. Animator seems to be able to do this, but I > >>>>> don’t > >>>>> know how to format the data since the only i have seen are using > >>>>> this > >>>>> as3 export idea.
