It's an array, try tracing the same for a primitive, you will see, for
instance for a Plane:

trace(myPlane.vertices);

=

new Vertex(-50, -50, 0),new Vertex(50, -50, 0),new Vertex(-50, 50, 0),new
Vertex(50, 50, 0)

-Pete

On Thu, Apr 30, 2009 at 4:59 PM, evilotto <[email protected]> wrote:

>
> 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.
>



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