Its not weird at all, in contrairy...
Glad it fixes your issue.

Fabrice


On Jan 11, 2011, at 3:39 AM, Texugo wrote:

> 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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