Hi aji

Great idea! I try this and ... another weirdo :-) ...
When camera goes to character1, character2 stop animation, but
animator.isPlaying = true
I can be wrong but i guess is not about animations.

Thanx 4 help

On 8 jan, 23:30, Aji Pamungkas <[email protected]> wrote:
> 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

Reply via email to