I have some hint behind my head...
Your models are, base of the unit that separated them, very small.
Just make a simple 2 frames animation in your editor of your avatar but at a 
bigger scale.
Where it is now 30 to 40 units high in Away, ensure that once loaded it is say 
1000 or more.

Fabrice 

On Jan 10, 2011, at 4:40 AM, Texugo wrote:

> 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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