ok this was my mistake intern - i think "anigroup is used internally and knows nothing about who's playing what. " now, it works :) heartfelt thanks!!! you have really helped me!
do you know perhaps, why i get this errors here http://groups.google.com/group/away3d-dev/browse_thread/thread/95172997b6a266f4 thanks On 2 Sep., 00:13, Fabrice3D <[email protected]> wrote: > 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
