Yes... i can see that in your game, the animation stops only when you use
other than RectangleClipping. That's kinda weird. :D
Texugo, the position of my main char are in XZ plane. I don't use Y axis,
because i don't need it. I don't change minZ nor maxZ properties in the
mesh, and for the clipping, I only change minZ to 1. I use hover camera, and
yes... it changes it's position when keyboard is pressed.
Everytime i want to call other animation's name, I always stop current
animation.
private function
stopCurrentAnimation(maincharView:MaincharView,atLastFrame:Boolean=false):void
{
if (_proxy.getCurrAnimationName() == "")
return;
var animData:AnimationData =
maincharView.mesh.animationLibrary.getAnimation(_proxy.getCurrAnimationName());
if (animData != null && animData.animator.isPlaying)
{
if (atLastFrame)
animData.animator.gotoAndStop(animData.animator.totalFrames - 1)
else
animData.animator.gotoAndStop(0);
}
_proxy.setCurrAnimationName("");
}
public function
playAnim(maincharView:MaincharView,animName:String,fps:uint,loop:Boolean):void
{
stopCurrentAnimation(maincharView);
_proxy.setCurrAnimationName(animName);
var animData:AnimationData =
(maincharView.mesh.animationLibrary.getAnimation(animName) as
AnimationData);
if (animData == null)
return;
animData.animator.fps = fps;
animData.animator.loop = loop;
animData.animator.gotoAndPlay(0);
}
Those are methods that i use to play and stop MD2 Animations. So that I can
do this :
if (bKeyUpIsPressed)
{
if (viewChar1.state != STATE_WALK)
{
viewChar1.state = STATE_WALK;
playAnim("WALK_", viewChar1, 10, true);
}
}
else if (bKeySpaceIsPressed)
{
if (viewChar1.state != STATE_SHOOT)
{
viewChar1.state = STATE_SHOOT;
playAnim("SHOOT_", viewChar1, 10, true);
}
}
The "_" char in the animation names were automatically inserted by Blender
MD2 Export Script, I don't know why. :D
Hey... why don't you try to trace your AnimationData's animator by showing
your Animator's properties in Debug Output of FlashDevelop, such as :
isPlaying, currentFrame, addEventListener of AnimatorEvent, etc...
Good luck.
On Sat, Jan 8, 2011 at 11:54 PM, Fabrice3D <[email protected]> wrote:
> does it stops only when camera is still?
> Fabrice
>
>
> On Jan 8, 2011, at 8:28 PM, Texugo wrote:
>
> > Aji
> >
> > I try your tip and have same results about NearfieldClipping (in
> > examples is already use PerspectiveLens in camera). Dawn weirdo
> > problem ....
> > How about the position of your characters in your game? All of it are
> > in positive Z axis? Did you change something in min/maxX and min/maxY
> > clipping?
> > In your game camera changes position and have no problem ?
> >
> > Thanx again
> >
> > On 8 jan, 15:57, Aji Pamungkas <[email protected]> wrote:
> >> Hi Texugo,
> >>
> >> Wooowww. You're making a fighting game, coolll...
> >>
> >> I also use MD2, and I don't have the same problem like you. After seeing
> my
> >> game's code, i realize that i use Away3D 3.5, FrustumClipping,
> >> PerspectiveLens, and i don't change maxZ at all. And when my character
> is
> >> far away from the camera, it's animation are still working just fine.
> >>
> >>
> >>
> >> On Sat, Jan 8, 2011 at 5:02 PM, Texugo <[email protected]> wrote:
> >>> Thanx for reply Aji ... and sorry about my delay in reply 'cos i have
> >>> to make a little demo to you see by yourself the problem.
> >>
> >>> http://www.doutorpalhaco.com/away3d_example/
> >>
> >>> I guess my problem is not about know or not the model animations. In
> >>> the beginning of scene both characters are animated. And then, in
> >>> Nearfiledclipping, when camera approaches to character01, character02
> >>> stops animation. When camera goto character02 this character play
> >>> again your animation (by itself, cos all animations are in loop), and
> >>> character01 stop your animation (by itself). If i use
> >>> RectangleClipping i have no problem with animation, but scene cracks,
> >>> besides the fact i've increase number of faces of scene.
> >>
> >>> My guess about Clipping problem and not animation problem is about
> >>> everything outside of view clipping is not updated (animations
> >>> included). Does'nt matter how i change NearfieldClipping.maxZ or
> >>> NearfielClipping.minZ the results are the same. Someone know if minZ
> >>> and maxZ are absolute in world coordinates or relative in view
> >>> coordinates? There's some other way, in rectangleClipping, to make my
> >>> scene don't crack (this solve the problem too).
> >>
> >>> Thanx , all idea will be welcome!
> >>
> >>> On 6 jan, 02:16, Aji Pamungkas <[email protected]> wrote:
> >>>> Hi Texugo,
> >>
> >>>> Could you please provide us the example ?
> >>>> IMO, i don't think there is a connection between clipping and model's
> >>>> animation. Maybe, you are trying to call an animation name in
> character 2
> >>>> which doesn't exists.
> >>
> >>>> On Thu, Jan 6, 2011 at 4:52 AM, Texugo <[email protected]>
> wrote:
> >>>>> No Ideas buddies? Any idea will be welcome!
> >>
> >>>>> On 4 jan, 16:05, Texugo <[email protected]> wrote:
> >>>>>> Hi buddies
> >>>>>> Happy new year 4 all us :-)
> >>
> >>>>>> Well ... i got a problem. I have a almost complete turn-based game
> >>>>>> made in away3d, but i have a problem about clipping and animations.
> >>>>>> I got a scene with 2 animated md2 characters in a closed room and
> the
> >>>>>> camera must sometimes be near of character 1, and sometimes must be
> >>>>>> near of character 2. For the closed room polygons does´nt break i
> >>>>>> about ot use NearfieldClipping.
> >>>>>> The problem is ... when camera comes to character 1, character´s 2
> >>>>>> animation stop and vice-versa. Then i think "Theres must be a
> problem
> >>>>>> in z values of NearfieldClipping". Well ... my 2 characters got a
> >>>>>> distance between it of 200 units ... then i change maxZ value´s to
> >>>>>> 1000 and does´nt work ... and does´nt matter the maxZ value ... one
> >>> of
> >>>>>> two character animations stop!. I try FurstumClipping and got the
> >>> same
> >>>>>> problem. If i use RectangleClipping the polygons of closed rom
> >>> breaks.
> >>
> >>>>>> Please, i dont know how to solve this ... besides i got months of
> >>> work
> >>>>>> in this game :-|
> >>>>>> Thanx
> >>
> >>>>>> Just a little note: the camera runs and rotate in scene, apply
> >>>>>> position and apply rotations seems make no diference, i dont´t know
> >>> if
> >>>>>> this helps...
> >>>>>> Another one, i use away3d 3.5.
> >>>>>> Thanx Again
> >>
> >>>> --
> >>>> Aji Pamungkas
> >>
> >> --
> >> Aji Pamungkas
>
>
--
Aji Pamungkas