Fabrice

Weirdo ... it works fine :-)
I don't know why and i don't know why... but works.
A lot of thanx

On 10 jan, 08:31, Fabrice3D <[email protected]> wrote:
> 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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