what if you make the guys way bigger? Can you try make for the sake of test say 
2 frames animation for one of the guys, but at least 10 times bigger
and see if you get same problem.

Fabrice


On Jan 9, 2011, at 7:20 AM, Texugo wrote:

> 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

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