Actually yes. I know what the problem is: seams an embedded swf as movieclip does not have the notion of frames, which is required by the material code.
traces 0 frames. I still do not have a fix on this one, but was planning add a little workaround in meanwhile. where instead of having on swf as movieclip, where you could have in swf a movieclip on stage with an instance name set. you could then store more mc's in that swf and just pass the instance name to the material... Fabrice On Apr 30, 2010, at 6:25 PM, savagelook wrote: > any word on this one? > > On Apr 28, 4:58 pm, savagelook <[email protected]> wrote: >> Sorry for the typos in my last response, the "new" at the beginning of >> the declarations is supposed to be a "var" >> >> I've also tried the following with no success: >> >> var mc:MovieClip = new MovieClip(); >> mc.addChild(new mySwf()); >> var sphere:Sphere = new Sphere({material:new >> AnimatedBitmapMaterial(mc)}); >> >> On Apr 28, 8:55 am, savagelook <[email protected]> wrote: >> >> >> >>> Yes, I am doing the same as Sylvain. The swf I'm loading I am now >>> using as a MovieMaterial and it works fine. I'm trying to increase >>> performance by using an AnimatedBitmapMaterial since I don't need >>> interaction with the swf. Also, I am using Away3d 3.4. >> >>> // this works fine >>> new sphere:Sphere = new Sphere({material:new MovieMaterial(new >>> mySwf())}); >> >>> // none of these work, I've also tried all combos of init vars as well >>> new sphere:Sphere = new Sphere({material:new >>> AnimatedBitmapMaterial(new mySwf())}); >> >>> new sphere:Sphere = new Sphere({material:new >>> AnimatedBitmapMaterial(new mySwf() as MovieClip)}); >> >>> var abm:AnimatedBitmapMaterial = new AnimatedBitmapMaterial(new >>> mySwf()); >>> new sphere:Sphere = new Sphere({material:abm}); >> >>> On Apr 28, 5:56 am, Sylvain Godbert <[email protected]> wrote: >> >>>> Hi Fabrice, >> >>>> If I change >> >>>> var animatedBitmapMaterial:AnimatedBitmapMaterial = new >>>> AnimatedBitmapMaterial(new _TextureAnim(),{autoplay:true, >>>> loop:false}); >> >>>> by >> >>>> var movieMaterial:MovieMaterial= new MovieMaterial(new _TextureAnim(), >>>> {smooth:true, precision:5}); >> >>>> that works just fine .Therefore, I think there is no problem with the >>>> anim I am loading >> >>>> Sylvain >> >>>> On 28 avr, 09:58, Fabrice3D <[email protected]> wrote: >> >>>>> I'm gonna look at it asap. >>>>> finishing a 3.4 project where I use it extensively with zero problems, >>>>> so issue should be small in 3.5 since there are no major changes made in >>>>> there. >> >>>>> can you in meanwhile make sure that the swf is not holding any code that >>>>> would prevent a frame to frame parsing. >>>>> or make sure its not an embed issue? >>>>> try addChild the mc to see if it works properly. >> >>>>> if it does show up and plays normally, try see if bits of delay fixes the >>>>> issue... >> >>>>> Fabrice >> >>>>> On Apr 28, 2010, at 1:14 AM, savagelook wrote: >> >>>>>> same problem here, how do we fix this? >> >>>>>> On Apr 27, 1:19 pm, Sylvain Godbert <[email protected]> wrote: >>>>>>> Hi, >> >>>>>>> I am trying to get the AnimatedBitmapMaterial material working but I >>>>>>> am facing some issues. Here is my code : >> >>>>>>> [Embed(source="/assets/anim.swf")] private var _TextureAnim:Class; >> >>>>>>> private function ExempleAnimatedBitmapMaterial():void >>>>>>> { >>>>>>> _Scene = new Scene3D(); >> >>>>>>> _Camera3D = new Camera3D(); >>>>>>> _Camera3D.zoom=2; >>>>>>> _Camera3D.z = 1000; >>>>>>> _Camera3D.focus=2000; >>>>>>> _Camera3D.lookAt( new Number3D(0, 0, 0) ); >> >>>>>>> _View = new View3D({x: stage.stageWidth*.5, y : stage.stageHeight*. >>>>>>> 5}); >>>>>>> _View.scene = _Scene; >>>>>>> _View.camera = _Camera3D; >>>>>>> addChild(_View); >> >>>>>>> var animatedBitmapMaterial:AnimatedBitmapMaterial= new >>>>>>> AnimatedBitmapMaterial(new _TextureAnim(),{autoplay:true, >>>>>>> loop:false}); >> >>>>>>> var plane:Plane = new Plane(); >>>>>>> plane.pitch(90); >>>>>>> plane.material = animatedBitmapMaterial; >> >>>>>>> _View.scene.addChild(plane); >> >>>>>>> } >> >>>>>>> ... >> >>>>>>> private function onEnterFrame(event:Event):void >>>>>>> { >>>>>>> _View.render(); >> >>>>>>> } >> >>>>>>> Problem is that _View.render() brings up a pop up with an error >>>>>>> message saying that a null reference is being used. Am I using it in >>>>>>> a wrong way ? >> >>>>>>> Sylvain >> >>>>>>> -- >>>>>>> Subscription >>>>>>> settings:http://groups.google.com/group/away3d-dev/subscribe?hl=en
