I haven't used the "move" functions, but wouldn't your suggestion do a
moveRight() on each iteration of the tweener?  Since the "move"
functions work in the local dimensional space, wouldn't any
simultaneous tweens, translations, rotations, etc... cause undesired
results?  It should work fine if nothing else runs during the
moveRight tween that would change the object's transform.

On Apr 9, 12:08 pm, Diego Ponce de León <[email protected]> wrote:
> I didn´t test it, but I guess it could work:
>
> public function set rightMovement(value:Number):void
> {
>       object.moveRight(value);
>
> }
>
> TweenMax.to{this, 1, {rightMovement:x});
>
> 2010/4/8 savagelook <[email protected]>
>
>
>
>
>
> > In looking through the source, the "move" functions are convenience
> > functions for "translate" which simply defines a vector for the
> > movement and changes the objects x,y,z variables.
>
> >          moveRight(distance);
>
> > then calls:
>
> >          translate(Number3D.RIGHT, distance);
>
> > which in turn would be the following lines of code (straight from core/
> > base/Object3D.as):
>
> > public function translate(axis:Number3D, distance:Number):void
> > {
> >    axis.normalize();
> >    _vector.rotate(axis, transform);
>
> >    x += distance * _vector.x;
> >    y += distance * _vector.y;
> >    z += distance * _vector.z;
> > }
>
> > So if I am understanding your problem correctly, all you would need to
> > do is tween the vectorized x,y,z values.  A "moveRight(distance)"
> > would probably look something like this (totally untested):
>
> > var vector:Number3D;
> > vector.rotate(Number3D.RIGHT, planeContainer.transform);
> > TweenMax.to(planeContainer, 3, {x:distance*vector.x,
> > y:distance*vector.y, z:distance*vector.z});
>
> > On Apr 8, 7:19 am, AlexS <[email protected]> wrote:
> > > moveRight
> > > moveForward
> > > moveBackward
> > > etc.
>
> > > are the easiest ways to manipulate objects with the 3d space (to my
> > > mind).
>
> > > The problem is that it is not possible to tween with, say
> > > "TweenMax.to". Instead the on enterframe render method is reccomended.
>
> > > This is typically set up:
>
> > > if(aboutLeft < 8){
> > >         aboutLeft +=1;
> > >         planeContainer.moveUp(120);
> > >         planeContainer.moveRight(30);
>
> > > }
>
> > > ..the problem being that the movement looks too uniform, adding an
> > > easing algorthm (in my experience) means the final value to be checked
> > > is never reached (the nature of easing).
>
> > > Would anyone be able to reccomened a way to add easing within the
> > > onEnterFrame render?
> > > or
> > > How to use a tweening engine to tween the movement local to the object
> > > (ie. moveForward, moveBackward etc)
>
> > > many thanks,
> > > Alex
>
> > --
> > To unsubscribe, reply using "remove me" as the subject.
>
> --
> Diego Ponce de León
>
> http://www.xleon.nethttp://www.xinterface.nethttp://twitter.com/diegoxleon

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