Hey toshmosh

yep, another bug on replaying md2 animations once they have been switched
once ;). seems same behavior is exhibited in the away3d md2 example.

issue has now been fixed in the trunk - please update your source and let us
know if your problem persists

cheers

Rob


2010/5/11 toshmosh <[email protected]>

> i moved the code for animation switching in onKeyDown and onKeyUp, but
> it
> switchs between the animations two times and then it doesnt whant to
> change
>
> Here is a rar whit the whole project
>
> http://tues-forum.com/ee/materials/last.zip
>
> On 11 Май, 19:03, Vesselin Russinov <[email protected]> wrote:
> > i want to thank you for the quick reply :)
> > the funnies thing in this project is that we use the same methods as
> > shown in the examples with the same animation and it doesn't work :D
> >
> > On May 11, 5:47 pm, Michael Iv <[email protected]> wrote:
> >
> >
> >
> > > No , from Israel
> >
> > > On Tue, May 11, 2010 at 5:45 PM, toshmosh <[email protected]>
> wrote:
> > > > ok i will try it when i am at home.By the way are from Bulgaria?
> >
> > > > On May 11, 5:42 pm, Michael Iv <[email protected]> wrote:
> > > > > You don't need to stop , just in another key press play another
> animation
> > > > It
> > > > > should switch to that . Just like in svn trunk example
> >
> > > > > On Tue, May 11, 2010 at 5:24 PM, toshmosh <[email protected]>
> > > > wrote:
> > > > > > so you suggest to start the animation in onKeyDown?
> > > > > > i tryied it, but i couldnt stop it in onKeyUp when use
> > > > > > model.AnimationLibrary.getAnimation("run").animator.stop().It
> stops
> > > > > > but it cannot play more animations.
> >
> > > > > > On May 11, 4:33 pm, Michael Iv <[email protected]> wrote:
> > > > > > > I think the problem may be that you play the animation anew
> each
> > > > frame
> > > > > > while
> > > > > > > the specific key is down . Look at your code , when for example
> the
> > > > back
> > > > > > key
> > > > > > > is down you tell the animator to start play on each frame , you
> > > > repeat
> > > > > > the
> > > > > > > command over and over .
> >
> > > > > > > On Tue, May 11, 2010 at 4:26 PM, toshmosh <
> [email protected]>
> > > > > > wrote:
> > > > > > > > I am using the ogre model in the examples.
> >
> > > > > > > > On May 11, 3:14 pm, Michael Iv <[email protected]>
> wrote:
> > > > > > > > > can you tell me what program do you use for naming
> animation
> > > > > > sequences
> > > > > > > > for
> > > > > > > > > MD2 ?
> >
> > > > > > > > > On Tue, May 11, 2010 at 9:52 AM, toshmosh <
> > > > [email protected]>
> > > > > > > > wrote:
> > > > > > > > > > Hi!Whit my friend have started to develop 3d game with
> away3d
> > > > for
> > > > > > > > > > school topic and we cannot deal with the animations.I am
> > > > loading
> > > > > > two
> > > > > > > > > > md2 models- the ogre from the lessons, then in onKeyDown
> it is
> > > > > > > > > > registered where to move in boolean variables , in
> onKeyUp is
> > > > > > > > > > deregistered, and in onEnterFrame this variables  are
> checked
> > > > in if
> > > > > > > > > > forward is true it plays the run animation else play the
> > > > stand.The
> > > > > > > > > > game plays the run animation once and then cannot change
> to
> > > > > > stand.Any
> > > > > > > > > > suggestions? onkeyDown and onKeyUp are down, just
> scroll.Also
> > > > there
> > > > > > > > > > are two extern files for Terrain and Resources,but they
> are not
> > > > > > > > > > related:
> >
> > > > > > > > > > package
> > > > > > > > > > {
> > > > > > > > > >        import away3d.animators.data.*;
> > > > > > > > > >        import away3d.cameras.*;
> > > > > > > > > >        import away3d.containers.*;
> > > > > > > > > >        import away3d.core.base.*;
> > > > > > > > > >        import away3d.core.clip.*;
> > > > > > > > > >        import away3d.core.filter.*;
> > > > > > > > > >        import away3d.core.math.*;
> > > > > > > > > >        import away3d.core.render.*;
> > > > > > > > > >        import away3d.core.utils.*;
> > > > > > > > > >        import away3d.events.*;
> > > > > > > > > >        import away3d.lights.*;
> > > > > > > > > >        import away3d.loaders.*;
> > > > > > > > > >        import away3d.materials.*;
> > > > > > > > > >        import away3d.materials.utils.*;
> > > > > > > > > >        import away3d.primitives.*;
> >
> > > > > > > > > >        import flash.display.*;
> > > > > > > > > >        import flash.events.*;
> > > > > > > > > >        import flash.filters.*;
> > > > > > > > > >        import flash.ui.Keyboard;
> >
> > > > > > > > > >        import wumedia.vector.VectorText;
> > > > > > > > > >        [SWF(backgroundColor="#000000", frameRate="30",
> > > > > > quality="LOW",
> > > > > > > > > > width="800", height="600")]
> >
> > > > > > > > > >        public class Game extends Sprite
> > > > > > > > > >        {
> >
> > > > > > > > > >                [Embed
> (source="../fonts/extrusionfonts.swf",
> > > > > > > > > > mimeType="application/
> > > > > > > > > > octet-stream")]
> > > > > > > > > >                public static const Fonts:Class;
> > > > > > > > > >                private var textfield:TextField3D;
> >
> > > > > > > > > >                //engine variables
> > > > > > > > > >        public var scene:Scene3D;
> > > > > > > > > >                public var camera:SpringCam;
> > > > > > > > > >                public var view:View3D;
> > > > > > > > > >                public var skybox:Skybox6;
> > > > > > > > > >                public var
> frustum_clipping:FrustumClipping;
> > > > > > > > > >                public var
> nearfield_clipping:NearfieldClipping;
> >
> > > > > > > > > >                //scene objects
> > > > > > > > > >                private var md2:Md2;
> > > > > > > > > >                private var md22:Md2;
> > > > > > > > > >                private var model:Mesh;
> > > > > > > > > >                private var model2:Mesh;
> > > > > > > > > >                private var isModelMoving:Boolean;
> >
> > > > > > > > > >                //movement
> > > > > > > > > >                private var moving:Boolean = false;
> > > > > > > > > >                private var forward:Boolean = false;
> > > > > > > > > >                private var backward:Boolean = false;
> > > > > > > > > >                private var turnLeft:Boolean = false;
> > > > > > > > > >                private var turnRight:Boolean = false;
> > > > > > > > > >                private var stillMoving:Boolean = false;
> > > > > > > > > >                private var jump:Boolean = false;
> > > > > > > > > >                private var count:int = 0;
> >
> > > > > > > > > >                public var res:Resources;
> > > > > > > > > >                public var terrain:Terrain;
> >
> > > > > > > > > >                //lights
> > > > > > > > > >                public var simpleShadow:SimpleShadow;
> >
> > > > > > > > > >                public var sunLight:DirectionalLight3D;
> >
> > > > > > > > > >                public function Game()
> > > > > > > > > >                {
> > > > > > > > > >
>  addEventListener(Event.ADDED_TO_STAGE,
> > > > > > init);
> > > > > > > > > >                }
> >
> > > > > > > > > >                private function init(evt:Event):void
> > > > > > > > > >                {
> > > > > > > > > >                        res = new Resources();
> > > > > > > > > >                        initEngine();
> > > > > > > > > >                        terrain = new Terrain();
> > > > > > > > > >                        initObjects();
> > > > > > > > > >                        initListeners();
> >
> > > > > > > > > >                }
> >
> > > > > > > > > >                private function initEngine():void
> > > > > > > > > >                {
> > > > > > > > > >                        scene = new Scene3D();
> >
> > > > > > > > > >                        frustum_clipping = new
> > > > FrustumClipping();
> > > > > > > > > >                        frustum_clipping.minZ = -50;
> > > > > > > > > >                        frustum_clipping.maxZ = 400;
> >
> > > > > > > > > >                        nearfield_clipping = new
> > > > > > NearfieldClipping();
> > > > > > > > > >                        view = new View3D();
> > > > > > > > > >                        view.scene = scene;
> > > > > > > > > >                        view.clipping = frustum_clipping;
> > > > > > > > > >                        //view.camera = camera;
> >
> > > > > > > > > >                        /*var fogColour:ColorMaterial =
> new
> > > > > > > > > > ColorMaterial(0x002222);
> > > > > > > > > >                        var renderer:BasicRenderer =
> > > > (view.renderer
> > > > > > as
> > > > > > > > > > BasicRenderer);
> > > > > > > > > >                        var mfilters:Array = [new
> > > > > > > > > > FogFilter({minZ:100,maxZ:500,subdivisions:
> > > > > > > > > > 20,material:fogColour})];
> > > > > > > > > >                        renderer.filters = mfilters;*/
> >
> > > > > > > > > >                        addChild(view);
> >
> > > > > > > > > >                        //sunLight = new
> DirectionalLight3D();
> > > > > > > > > >                        //sunLight.direction = new
> Number3D(0,
> > > > -1,
> > > > > > 0);
> > > > > > > > > >                        //sunLight.ambient = 20;
> > > > > > > > > >                        //sunLight.diffuse = 40;
> > > > > > > > > >                        //sunLight.specular = 300;
> > > > > > > > > >                        //sunLight.brightness = 100;
> > > > > > > > > >                        //sunLight = new PointLight3D( {
> x:0,
> > > > y:-1,
> > > > > > z:
> > > > > > > > 0,
> > > > > > > > > > brightness:1000,
> > > > > > > > > > ambient:0.1, diffuse:0.7 } );
> > > > > > > > > >            //scene.addLight(sunLight);
> >
> > > > > > > > > >                        VectorText.extractFont(new
> > > > > > Fonts(),null,false);
> >
> > > > > > > > > >                }
> >
> > > > > > > > > >                private function initObjects():void
> > > > > > > > > >                {
> > > > > > > > > >                        //model = Md2.parse(OgreMesh,
> > > > > > > > {material:material})
> > > > > > > > > > as Mesh;
> >
> > > > > > > > > >                        //glowFilter = new GlowFilter();
> > > > > > > > > >                        //blurFilter = new BlurFilter();
> >
> > > >  //model.addOnMouseOver(modelOnMouseOver);
> >
> > ...
> >
> > четете още»
>



-- 
Rob Bateman
Flash Development & Consultancy

[email protected]
www.infiniteturtles.co.uk
www.away3d.com

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