Fabrice

I'm not quite sure if a understand your idea. If is about increase fps
of animation i already try it with same results :-| . If this is not
your idea, please tell more about ;).
I try another crazy things and get 2 more pieces of mistery :

a) I moved character 1 to x=0 and character 2 still in x=100. There's
no more problem about animations stop.
b) Just a despair maneuver ... i change minY to 0 from clipping (Near
and Frustum) and besides the fact i have only half-screen rendered in
view i have no problems with animations stop! (character1.x=-100 and
character2.x=100);

Crazy weirdo! If theres some way to my scene don't crack when i use
Rectangle Clipping i forget all this problem.

Thanx and all crazy (or not) ideas are welcome

On 9 jan, 19:47, Fabrice3D <[email protected]> wrote:
> 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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