Move this variable outside of your function:

 var animTest:

So it looks like this somehow:

var animTest:Mesh;
public function CylSequence() {
    blahblahetcetc
    animTest= Md2.parse etcetc


There may be other things wrong but this is one thing I noticed. Let me know
if it makes sense for you.

-Peter

On Tue, Dec 15, 2009 at 5:33 AM, K1ngR4T <[email protected]> wrote:

> Still have no idea what I am doing wrong... Am getting access of
> undefined property errors for animTest in each of the switch
> statements.
>
> Here is all of my code :
>
> package {
>        import away3d.animators.data.AnimationSequence;
>        import away3d.cameras.HoverCamera3D;
>        import away3d.containers.View3D;
>        import away3d.core.base.Mesh;
>        import away3d.core.math.Number3D;
>        import away3d.core.utils.Cast;
>        import away3d.loaders.Md2;
>        import away3d.materials.PhongBitmapMaterial;
>
>        import flash.events.KeyboardEvent;
>        import flash.ui.Keyboard;
>        import flash.display.Sprite;
>        import flash.display.StageAlign;
>        import flash.display.StageScaleMode;
>        import flash.events.Event;
>        import flash.filters.BitmapFilter;
>        import flash.filters.BitmapFilterQuality;
>        import flash.filters.BitmapFilterType;
>        import flash.filters.GlowFilter;
>
>        [SWF(width="350",height="300",frameRate="24")]
>        public class CylSequence extends Sprite {
>
>
>  [Embed(source="multicyl.md2",mimeType="application/octet-stream")]
>                private static const AnimModel:Class;
>
>                [Embed(source="material.jpg")]
>                private static const animMat:Class;
>
>                private var view:View3D;
>                private var camera:HoverCamera3D;
>                private var cover:Cover;
>
>                public function CylSequence() {
>                        super();
>
>                        this.stage.align=StageAlign.TOP_LEFT;
>                        this.stage.scaleMode=StageScaleMode.NO_SCALE;
>                        this.camera=new
> HoverCamera3D({tiltangle:15,panangle:
> 90,targettiltangle:10,targetpanangle:180,wrapangle:true,zoom:4});
>                        this.view = new View3D();
>                        this.view.camera=this.camera;
>                        this.view.x=this.stage.stageWidth/2;
>                        this.view.y=this.stage.stageHeight/2+50;
>                        this.addChild(this.view);
>
>
>                        var animTest:Mesh = Md2.parse(Cast.bytearray(new
> CylSequence.AnimModel()));
>
>                        animTest.scale(0.03);
>
>                        animTest.rotationY=-90;
>
>                        animTest.material = new
> PhongBitmapMaterial(Cast.bitmap(new
> CylSequence.animMat()), {smooth: true});
>                        animMat.shininess=1;
>
>                        animTest.play(new AnimationSequence("down", true,
> true, 8));
>
>
>                        var glowFilter:Array = new Array();
>                        glowFilter.push(new GlowFilter(0x000000, 0.25, 30,
> 30, 2, 1, false,
> false));
>                        animTest.ownCanvas=true;
>                        animTest.filters=glowFilter;
>
>                        this.view.scene.addChild(animTest);
>
>                        cover=new Cover(this);
>                        addChild(cover);
>
>                        this.addEventListener(Event.ENTER_FRAME,
> this.onEnterFrame);
>                        this.addEventListener(KeyboardEvent.KEY_DOWN,
> this.onKeyDown);
>
>
>                }
>                private function onKeyDown(event:KeyboardEvent):void {
>                        switch (event.keyCode) {
>
>                                 case Keyboard.LEFT :
>                                        animTest.play(new
> AnimationSequence("left", true, true, 8));
>                                        break;
>
>                                 case Keyboard.RIGHT :
>                                        animTest.play(new
> AnimationSequence("right", true, true, 8));
>                                        break;
>
>                                case Keyboard.UP :
>                                        animTest.play(new
> AnimationSequence("up", true, true, 8));
>                                        break;
>
>                                case Keyboard.DOWN :
>                                        animTest.play(new
> AnimationSequence("down", true, true, 8));
>                                        break;
>
>                                default :
>                                        break;
>                        }
>                }
>
>
>                function onEnterFrame(e:Event):void {
>
>                        this.view.scene.updateTime();
>                         this.view.render();
>                         this.camera.panangle+=1;
>                        this.camera.moveCamera();
>
>
>                }
>        }
> }
>



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