Hi Michael,

I done the AS3Dmod route but it's not quite a flip rotate effect you can get
with it, also offset center on twist is not set, tried hacking this manually
and attached it to some sliders resulting in some weird effects. Some were
quite cool lol.

The AS3DMod solution was to rotate 180 deg and use a twist phase tweened
from 0 to pi. Which applied and removed the twist, visually this looks ok,
but I know it's a twist applied to a point where it doesn't fold/wrap onto
itself then removed.

I am thinking along the lines of using getTimer to push interval to move
along an array of vertices and then to apply the equation to them handling x
and y or segments. I will have to get more into the matrix multiplication
tests. Not sure how a matrix is applied in scaling values from left to right
of a planes segments.. Again more tests I need to do.

I was just surprised why 2 planes same size and segments, 1 rotated, both
vertices[0] traced out the same values... I was visualising the segments of
a plane as a 2D array of vectors if you know what i mean ;)

R&D continues.

D



On 26 November 2010 12:33, Michael Iv <[email protected]> wrote:

> The clue for your solution is to set a rotation for matrix and then
> multiply you vectors by it . Also why don't you look into as3dmod . I think
> you have got all you need there
>
> Sent from my iPhone
>
> On Nov 25, 2010, at 2:42 PM, Darcey Lloyd <[email protected]> wrote:
>
> Hi,
>
> I need some R&D on this but if anyone could assist. I am trying to rotate a
> plane but with a twist effect.
>
> So I thought, make 2 planes, 1 visible and 1 not visible with identical
> number of segments and dimensions.
> Rotate plane 2 (the invisible 1 180 degrees + of the visible plane) then
> tween each of it's vertices to match the invisible planes vertices. However
> I find that:
>
> p1.vertices[0] = new Vertex(-400, 0, -400)
> p2.vertices[0] = new Vertex(-400, 0, -400)
>
> How is rotation calculated?
>
> I know the above would just tween from point to point and give a messed up
> effect, but once I get this working I was going to extend it to have a 1/2
> circle sin/cosine equation to tween from p1.vertex[0].x,y,z to
> p2.vertext[0].x,y,z
>
> I did some googling and then ended up in c++ forums where matrix
> translations went a tad over my head lol
>
> In the Away3D examples there is the code - which applies a sin and cosine
> wave to plane via its vertices.
>
>                               for (var x:int = 0; x <= plane.segmentsW; x++){
>                                       for (var y:int = 0; y <= 
> plane.segmentsH; y++){
>                                               plane.vertex(x, y).y = 
> 150*Math.sin(dist(x-plane.segmentsW/2*Math.sin(t/2000), 
> y-plane.segmentsH/2*Math.cos(t/9000))/2+t/200);
>                                       }
>                               }
>
>
> I am trying to adapt this to create a plane flip that achieves this
> rotation in a twist effect.
>
> Any ideas?
>
>
> Thanks
>
> Darcey
>
>

Reply via email to