If so , then I think you have better to ask the Away3D dev team .

2010/5/12 toshmosh <[email protected]>

> yes if i just switch them they work
>
> On 12 Май, 19:49, Michael Iv <[email protected]> wrote:
> > Tell me, if you don't move the model but just swith the anim
> > sequences ,do they work ok?
> >
> > Sent from my iPhone
> >
> > On May 12, 2010, at 6:22 PM, toshmosh <[email protected]> wrote:
> >
> >
> >
> > > ok in initObjects i have
> >
> > >            animdata=model2.animationLibrary;
> > >               //an=animdata.getAnimation("run");
> >
> > >        anim =animdata.getAnimation("run").animator as VertexAnimator;
> > >            anim.delay=0;
> > >            anim.loop=true;
> > >            anim.interpolate=true;
> > >            anim.fps=24;
> >
> > >            anim2 =animdata.getAnimation("stand").animator as
> > > VertexAnimator;
> > >            anim2.delay=0;
> > >            anim2.loop=true;
> > >            anim2.interpolate=true;
> > >            anim2.fps=24;
> > > then in onKeyDown when W is pressed i have anim.play()
> > > and in onKeyUp when W is released i have anim2.play()
> > > but the animation works just two times and then again it is bugged or
> > > it is doing strange things
> > > Here is a demo
> > >http://tues-forum.com/ee/materials/s/stage.html
> >
> > > and here is the new source code
> > >http://tues-forum.com/ee/materials/Game.as
> >
> > > On 12 Май, 12:27, Michael Iv <[email protected]> wrote:
> > >> Guys . sure your app won't work! . You are using the old MD2
> > >> animation
> > >> reading approach . Forget about the example  in the trunk if you
> > >> use Away
> > >> V3.5
> > >> Instead do it this way:
> >
> > >>          var animdata:AnimationLibrary=_model.animationLibrary;
> > >>             var an:AnimationData=animdata.getAnimation(str);//
> > >> str=animation
> > >> sequence name
> >
> > >>             var anim:VertexAnimator=animdata.getAnimation
> > >> (str).animator as
> > >> VertexAnimator;
> > >>             anim.delay=0;
> > >>             anim.loop=ltrue;
> > >>             anim.interpolate=true;
> > >>             anim.fps=24;
> >
> > >>           standAnim.play();
> >
> > >> On Wed, May 12, 2010 at 1:51 AM, colouredfunk
> > >> <[email protected]>wrote:
> >
> > >>> a few things to check out
> >
> > >>>http://wsvdmeer.blogspot.com/search/label/Away3D(Collisionblogs/<http://wsvdmeer.blogspot.com/search/label/Away3D%28Collisionblogs/>
> > >>> classes)
> >
> > >>>
> http://not-so-stupid.com/open-source/as3-3d-physics-engine-wow-engine/
> >
> > >>>http://www.lamberta.org/demo/pv3d/paperbox2d/(althoughthis<http://www.lamberta.org/demo/pv3d/paperbox2d/%28althoughthis>is
> > >>> papervision, it's the same sorta thing)
> >
> > >>> google jiglibflash or box2d flash
> >
> > >>> On May 11, 11:24 pm, Michael Iv <[email protected]> wrote:
> > >>>> Now problem I will look into it tomorrow , it is a little bit
> > >>>> late now
> > >>>  :)
> >
> > >>>> On Wed, May 12, 2010 at 1:14 AM, toshmosh <[email protected]>
> > >>> wrote:
> > >>>>> ok i will use distanceTo for now.Thanks for the replies.:) i
> > >>>>> will be
> > >>>>> gratefull if you help with the animation problem i have posted
> > >>>>> earlier
> > >>>>> - animation switching big problem
> >
> > >>>>> On 12 Май, 00:17, Michael Iv <[email protected]> wrote:
> > >>>>>> Wow . that is not simple stuff to give example . Making
> > >>>>>> itersection
> > >>>>>> detection between primitives is easy as you can
> > >>>>>> use .boundingRadius
> > >>> of
> > >>>>> each
> > >>>>>> object . But When you have character model that is totally
> > >>>>>> different
> > >>>>> stuff.
> >
> > >>>>>> On Wed, May 12, 2010 at 12:13 AM, toshmosh
> > >>>>>> <[email protected]>
> > >>>>> wrote:
> > >>>>>>> Can you give me an example?What can i use to detect if the
> > >>>>>>> model's
> > >>> arm
> > >>>>>>> hits the other model?
> >
> > >>>>>>> On 11 Май, 23:16, Michael Iv <[email protected]> wrote:
> > >>>>>>>> There is no built in collision detection but you can create one
> > >>> with
> > >>>>> some
> > >>>>>>>> math
> >
> > >>>>>>>> On Tue, May 11, 2010 at 9:54 PM, toshmosh <
> > >>> [email protected]>
> > >>>>>>> wrote:
> > >>>>>>>>> Hi! If i have two loaded md2 models and i play the attack
> > >>> animation
> > >>>>>>>>> how to detect if there is a collision between them?
> >
> > >>>>>>>> --
> > >>>>>>>> Michael Ivanov ,Programmer
> > >>>>>>>> Neurotech Solutions Ltd.
> > >>>>>>>> Flex|Air |3D|Unity|www.neurotechresearch.com
> > >>>>>>>> Tel:054-4962254
> > >>>>>>>> [email protected]
> > >>>>>>>> [email protected]
> >
> > >>>>>> --
> > >>>>>> Michael Ivanov ,Programmer
> > >>>>>> Neurotech Solutions Ltd.
> > >>>>>> Flex|Air |3D|Unity|www.neurotechresearch.com
> > >>>>>> Tel:054-4962254
> > >>>>>> [email protected]
> > >>>>>> [email protected]
> >
> > >>>> --
> > >>>> Michael Ivanov ,Programmer
> > >>>> Neurotech Solutions Ltd.
> > >>>> Flex|Air |3D|Unity|www.neurotechresearch.com
> > >>>> Tel:054-4962254
> > >>>> [email protected]
> > >>>> [email protected] Hide quoted text -
> >
> > >>>> - Show quoted text -
> >
> > >> --
> > >> Michael Ivanov ,Programmer
> > >> Neurotech Solutions Ltd.
> > >> Flex|Air |3D|Unity|www.neurotechresearch.com
> > >> Tel:054-4962254
> > >> [email protected]
> > >> [email protected]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

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