btw apologize for my bad english, i think it must be consufing trying to help me :(, the ball dissapeared by a problem i had in my code during the rendering, due to the fact i wasnt refreshing correctly it works perfect now Mr. fabrice i apreciate ur help.
On 13 jul, 14:29, desgraci <[email protected]> wrote: > wow fast answer :p, i dint read ur post before what i wrote :d going > to take that line out. > > On 13 jul, 14:27, desgraci <[email protected]> wrote: > > >http://groups.google.com/group/away3d-dev/browse_thread/thread/560f0a... > > > 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?
