Use SetPlaySequences or playFrames as well to make your combos...
anigroup is used internally and knows nothing about who's playing what.

try in your code first this:
_mAnimator.play(new AnimationSequence("_mseqfirst", true, true, 7));

once it moves
try the SetPlaySequences();
its also triggers the play function internally
you can also add cycle and sequence events to this.

Fabrice


On Sep 1, 2009, at 11:44 PM, martin wrote:


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

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