i had looked into the doc... ok scene.updateTime() is done but nothing changed... can you list the option? is it nessessary to create an animation object for the animation group object? is there no _mAnimator.play(_mAniGroup); or something like that, the updatetimer changed nothing... thanks for your effort martin
On 1 Sep., 23:01, Fabrice3D <[email protected]> wrote: > you need to add scene.updateTime() in your enterfame > > as about generating "compositions" of animations, just look at the doc, > you have lots of possibilities. > > Fabrice > > On Sep 1, 2009, at 8:55 PM, martin wrote: > > > > > > > one remark from my side... > > in the sequence code i found a mistake: > > > _mSeq01 = new file_3dsmax1({material:new BitmapMaterial > > (event.target.content.bitmapData,{smooth:true})}); > > _mSeq02 = new file_3dsmax2({material:new BitmapMaterial > > (event.target.content.bitmapData,{smooth:true})}); > > var _mAnimator:Animator = new Animator(_mSeq01, > > [{vertices:_mSeq01.vertices, prefix:"_mseqfirst01"}, > > {vertices:_mSeq02.vertices, prefix:"_mseqfirst02"}, > > {vertices:_mSeq01.vertices, prefix:"_mseqfirst03"}, > > {vertices:_mSeq01.vertices, prefix:"_mseqsecound01"}, > > {vertices:_mSeq02.vertices, prefix:"_mseqsecound02"}, > > {vertices:_mSeq01.vertices, prefix:"_mseqsecound03"}], > > {material:mat, y:0, x:0, z:0, bothsides:true}); > > var _animAnimationSequence1:AnimationSequence = new > > AnimationSequence("_mseqfirst", true, false, 5); > > var _animAnimationSequence2:AnimationSequence = new > > AnimationSequence("_mseqsecound", true, false, 1); > > var _mAniGroup:AnimationGroup = new AnimationGroup > > ([_animAnimationSequence1,_animAnimationSequence2], false); > > _mAnimator.scale(7); > > _mAnimator.x = _mAnimator.x + 300; > > this.scene.addChild(_mAnimator); > > > the AnimationGroup expect in the first paramet an animation sequence > > object ... i solve that but the result is the same. i see the mesh > > "this.scene.addChild(_mAnimator);" but i see no animation. > > what line i expect is like this: > > _mAnimator.play(_mAniGroup); > > how can i start the animation group sequence? > > thx > > martin > > > On 1 Sep., 19:57, martin <[email protected]> wrote: > >> hello, > >> i want use the animation group oder the play frames from the animator > >> class to play a sequence! > > >> // first > >> // max head my script from 3ds over cinema4d > >> _max1 = new file_3dsmax1({material:new > >> BitmapMaterial > >> (event.target.content.bitmapData,{smooth:true})}); > >> _max2 = new file_3dsmax2({material:new > >> BitmapMaterial > >> (event.target.content.bitmapData,{smooth:true})}); > >> _maxAni = new Animator(_max1, > >> [{vertices:_max1.vertices, > >> prefix:"_max01"}, > >> {vertices:_max2.vertices, > >> prefix:"_max02"}, > >> {vertices:_max1.vertices, > >> prefix:"_max03"}], > >> {material:mat, y:0, x:0, z:0, > >> bothsides:true}, > >> false); > >> this.scene.addChild(_maxAni); > >> _animAnimationSequenceMax = new > >> AnimationSequence("_max", true, > >> true, 5); > >> _maxAni.scale(10); > >> _maxAni.x = _maxAni.x + 500; > >> _maxAni.play(_animAnimationSequenceMax); > >> // end first > > >> // sequence > >> _mSeq01 = new file_3dsmax1({material:new > >> BitmapMaterial > >> (event.target.content.bitmapData,{smooth:true})}); > >> _mSeq02 = new file_3dsmax2({material:new > >> BitmapMaterial > >> (event.target.content.bitmapData,{smooth:true})}); > >> var _mAnimator:Animator = new > >> Animator(_mSeq01, > >> [{vertices:_mSeq01.vertices, > >> prefix:"_mseqfirst01"}, > >> {vertices:_mSeq02.vertices, > >> prefix:"_mseqfirst02"}, > >> {vertices:_mSeq01.vertices, > >> prefix:"_mseqfirst03"}, > >> {vertices:_mSeq01.vertices, > >> prefix:"_mseqsecound01"}, > >> {vertices:_mSeq02.vertices, > >> prefix:"_mseqsecound02"}, > >> {vertices:_mSeq01.vertices, > >> prefix:"_mseqsecound03"}], > >> {material:mat, y:0, x:0, z:0, > >> bothsides:true}); > >> var _mAniGroup:AnimationGroup = new > >> AnimationGroup > >> (["_mseqfirst","_mseqsecound"], false); > >> _mAnimator.scale(10); > >> _mAnimator.x = _mAnimator.x + 300; > >> this.scene.addChild(_mAnimator); > >> /*/ > >> // example with play frames > > >> _mAnimator.playFrames(["_mseqfirst","_mseqsecound"],1,true,false); > >> _mAnimator.scale(10); > >> _mAnimator.x = _mAnimator.x + 300; > >> this.scene.addChild(_mAnimator); > >> /*/ > >> // end sequence > > >> the first part of the code worls perfectly, but it is only one > >> sequence! > >> when i want to play two animation sequences, see part of the code > >> sequence the mesh is shown but the animation not. in both cases > >> (animationgroup and playframes). > >> how can i add the playcondition to the animation group like in the > >> animation sequence... her you can _mAnimator.play > >> (<animationsequence>) => no animation group is possible... > > >> the tutorial from here show thishttp://www.closier.nl/blog/?p=71 > >> but when i make this: > >> _animAnimationSequenceMax = new AnimationSequence("_max", true, true, > >> 5); > >> _animAnimationSequenceMax = new AnimationSequence("_max", true, true, > >> 0.2); > >> the secound line overwrite the first state and only the secound > >> sequence is shown in the model. > >> thx for help > >> martin
