you need to increase the fraction of time and update() in your enterframe.
and inito? is it declared somewhere?


Fabrice
On Jul 13, 2009, at 9:27 PM, desgraci wrote:


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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