http://groups.google.com/group/away3d-dev/browse_thread/thread/560f0aef0d5a0e8

dont worry i read before posting this time ;d

the thing is that i must be doing something horrifying with the
funcionts, the scheme of my code is this:

public class away2 extends Sprite
{
here i declare the pathanimator,aPath,path,bolaand inito like i
described before

public function away2()
        {
            init();
        }
      private function init():void
        {
            initEngine();
            initMaterials();
            initObjects();
            initListeners();
            initMovimiento();
        }
      /*insert crappy code :d)*/
       private function initObjects():void{
                scene.addChild(bola);
                pathanimator = new PathAnimator(path,bola,inito);
                //here i could use the pathanimator.update, but i got null
object error.
               //instead im using this, but the ball disappears (?)
                var time:Number = 0;
                time = (time +0.001>1)? 0 : time+0.001;
                pathanimator.update(time);
               /*more mediocre code*/
        }
      /*around 3k noob lines*/
        private function onEnterFrame(event:Event):void{
         //this line shouldnt matter but anyway here it goes
         view.camera.lookAt(bola.position);
         }
}

but as i said, or i get null error or the ball dissapears...

On 13 jul, 14:13, desgraci <[email protected]> wrote:
> i was but i got a null object error, dunno why
>
>         private var pathanimator:PathAnimator;
>                 private var aPath:Array = [
>                 new Number3D(-5000, -5000, -10000),
>                 new Number3D(-5000, 0, 0),
>                 new Number3D(5000, 0, 0),
>                 new Number3D(5000, 5000, -10000),
>                 ];
>                 private var path:Path = new Path(aPath);
>                 private var bola:Sphere = new Sphere();
>                 private var inito:Object = {duration:5000,
> lookat:false,
> aligntopath:true,
> targetobject:null,
> offset:new Number3D(0,100,0),
> rotations:null,
> fps:24,
> easein:false ,
> easeout:false};
>
>                 scene.addChild(bola);
>                 pathanimator = new PathAnimator(path,bola,inito);
>                 pathanimator.update(0.5);
>
> On 13 jul, 14:04, Fabrice3D <[email protected]> wrote:
>
> > why don't you try the PathAnimator?
> > Its specially designed to do exactly this!
>
> > Fabrice
>
> > On Jul 13, 2009, at 7:45 PM, desgraci wrote:
>
> > > ok, im confused cause the away3d system has a y for z axis, so i was
> > > tryng to make a directional tweener in a 3d space, and several issues
> > > came up,
>
> > > public function animacion1():void{
> > >                    var rx:Number= new Number(Math.round(Math.random() *
> > > (10000)) -5000);
> > >                    var ry:Number= new Number(Math.round(Math.random() *
> > > (10000)) -5000);
> > >                    var rz:Number= new Number(Math.round(Math.random() *
> > > (10000)) -5000);
> > >                    var rt:Number= new Number(Math.round(Math.random() * 
> > > (200))
> > > -100);
> > > var randomangle0:Number= new Number((Math.pow(rx,2)+Math.pow(rz,
> > > 2)+Math.pow(ry,2)));
> > > var randomangle1:Number= new Number(Math.round(Math.sqrt
> > > (randomangle0)));
> > > var randomangley:Number=new Number(Math.round(Math.acos(ry/
> > > randomangle1)));
> > > var randomanglez:Number=new Number(Math.round(Math.acos(rz/
> > > randomangle1)));
> > > var randomanglex:Number=new Number(Math.round(Math.acos(rx/
> > > randomangle1)));
>
> > > Tweener.addTween(model,{time:rt/10,rotationY:((randomangley*360)/
> > > 3.14159265358979)
> > > ,rotationZ:((randomanglez*360)/3.14159265358979),rotationZ:
> > > ((randomanglez*360)/3.14159265358979)});
>
> > > trace("movimiento1");
> > > Tweener.addTween(model,{delay:rt/10,time:(9*rt/
> > > 10),x:rx,z:rz,y:ry,onComplete:animacion2});
> > > }
>
> > > i just dont get that the model point to the place it goes, i have
> > > tried several combinations, but not luck, also the rotation is well,
> > > overreacted (not in speed but in spins), and the delays between
> > > animation 1 and 2 takes waayyy too much time (anim1=anim2 expect for
> > > the onComplete ofc)..., how can i fix this?

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