the explode class works very well,
that's why its in the Away trunk :)

Fabrice : is it what you did in your example?
I'd be interested in taking  a look at the code...

just digg and found test class, where most was irrelevant

isolated you get these few lines:

var explode:Explode = new Explode(true, false);
container = explode.apply(head);
scene.addChild(container);
multiplier = 18;
num = new NormalUVModifier(head);

on enterframe
sinw += 0.05;

var multi:Number = Math.sin(sinw)*multiplier;
num.multiply(multi);

render


that's it... no more no less

in speudo:
make each faces unique as a mesh --> class returns an aObjectContainer3D instead of Mesh
in case you want add mouse interraction, like in my demo.

then since Explode, is misleading on what it does,
I just set the normalUVmodifier to work here
using a sinwave and the multitply method of the NormalUVModifier class.

which basically pulses the faces as you see along their faces normals
again the url:
http://www.closier.nl/playground/headexploded.swf

but as said earlyer, you can now tween, apply physics, whatever you want,
you just have to parse the returned container children array.

Fabrice



On Jul 2, 2009, at 5:13 PM, ben wrote:


HI !
the explode class works very well,
I think that something missing is:
- setting a new transform for the new mesh depending on the
corresponding face normal, that's seems more natural (!?)

Fabrice : is it what you did in your example?
I'd be interested in taking  a look at the code...

also:
- have an implemented destroy method.

I'll try to do that.

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